WINTER GAMES - (C)1986 EPYX


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 foremost 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 ot athletic
contests for 1 to 4 players. You can compete in seven challenging winter
events - Ski Jump, Bobsled, Figure Skating, Freestyle Skating, Hot Dog
Aerials, Speed Skating and Biathalon (cross-country skiing and rifle
shooting), Practice each event first to hone your skills. 
WINTER GAMES provides judges, keeps scores, and awards medals to the winners
- the Gold tor first, the Silver for second, and the Bronze tor third place.
If you break a "World Record', WINTER GAMES will display your name 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).


GETTING STARTED
---------------
* WINTER GAMES for the MSX is recorded on both sides of the cassette. There
are 3 events on side 1 and 4 events on side 2. Each side scores independently
and the scores achieved on either side are not carried foward. If you are
competing with your friends you will need to make a note of the scores before
loading the second side. The program assumes a joystick will be used, however
if you wish to use the keyboard choose option 6 on the main menu to define
keyboard controls. 
Once the program has loaded you will be presented a menu..

There are 7 options
1. Compete in all events (see Option 1 below)
2. Compete in some events (See Option 2 below)
3. Compete in one event (see Option 3 below)
4. Practise one event (See Option 4 below)
5. select number of players (See Option 5 below) 
6. Change game controls (See Option 6 below)
7. See World Records (See Option 7 below) 

If you choose option 1 then, after choosing the number of competitors and
countries etc, you will then load and play each event in sequence by pressing
the fire button to load each event and exit each event. If you choose option 2
it will be the same as option 1 but no scores are recorded and no country is
represented.
Events cannot be loaded separately but must be played through in the order
they appear on the tape.


LOADING
-------
* Type BLOAD "CAS:",R and followed by ENTER then press play on your cassette.
The game should then load automatically. If this does not happen try adjusting
the volume and tone controls until loading takes place. 
WINTER GAMES has a user definable keyboard. The instructions for which will
appear on screen should you select the keyboard option.


STARTING PLAY
-------------
HOW TO PLAY 
A menu screen offers you a choice of options. To make a selection. use the
space bar to move the cursor to your choice. then press the enter key.
Alternatively pressing the option number will immediately implement that
option.
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.
OPTION 2: COMPETE IN SOME EVENTS. 
Similar to Option 1 but you only compete in the events of your choice. To
choose which events you wish to compete in, move the cursor to the event of
your choice then press the enter key, then simply move the cursor to the next
event of your choice and repeat the operation. When you have fjnished
selecting the events you wish to compete in, move the cursorto the "Done"
option, this will then allow the game to begin. Note. By selecting the same
event twice cancels the selection. 
OPTION 3: COMPETE IN ONE EVENT 
Similar to Option 2 but you only compete in one event therefore you only make
one selection 
OPTION 4: PRACTISE ONE EVENT 
Similar to Option 3 but no scores are kept during Practise rounds.
OPTION 5: SELECT NUMBER OF PLAYERS 
The screen will clear and a message will appear "How many players would you
like (1 -4)?" simply enter the number of players you would like. You will then
be returned to the main menu. 
OPTION 6: CHANGE GAME CONTROLS 
The screen will clear and offer you a new menu, to select the controls simply
highlight your option using the space bar and pressenter to select this
option. If you wish to use the keyboard, select Option 1 and follow the
prompts for the keys of your choice, you will be returned to the main menu
when finished. (Note. Two players cannot choose the same joystick option, if
more than two players are involved then player 3 will follow the same
configuration as player 1 and player 2 will follow those of player 2.
OPTION 7: SEE WORLD RECORDS 
This displays the highest score recorded in each of the events and the name
of the player who achieved each record. Hit any key to return to the main
menu.


THE GAMES
---------
The instructions for playing the following 7 events assume the use of a
joystick. We strongly advise that this game is played with a joystick but if
you wish you may adopt the keyboard. Should you select the keyboard it will be
necessary to interpret the joystick movements in the instructions and
translate them to the appropriate keys. 
If the keys are selected you will be asked to choose left, right, up, down and
fire. To select certain of the controls for these events it will be necessary
ta press two keys simultaneously. The following example refers to the figure
skating. To select the "Camel Spin" press up and left simultaneously. 


FIGURE SKATING
--------------
Figure Skating (Short Program) is a one-minute, timed exercise of seven
compulsory movements: Camel Spin, Sit Spin, Double Axel Jump, triple 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, centre the joystick and press the FIRE button. To
  SKATE BACKWARDS, centre the joystick and press the FIRE button. These are the
  key Figure Skating movements, in their relative joystick positions. 

    CAMEL           DOUBLE           DOUBLE 
    SPIN          LUTZ JUMP       AXEL JUMP
         
    SKATE           SKATE             SKATE
    BACKWARD       BACKWARD         FORWARD

    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 forward 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
you're 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
- if 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 dizzy and
you'll fall. 
DON'T FALL DOWN!
You'll fall down if you try to move directly trom a jump to a spin, a spin to
a jump, a jump to another jump, or a Sit Spin tc another Camel Spin. Skate
backwards in between movements; skate forwards before you do an Axel jump. 
CAMEL INTO SIT SPIN: You can move directly trom 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        * Total Score Penalties
    Triple Axel Jump       1.1          .7 Point penalty for each fall.
    Double Lutz             .6          .2 Point penalty for each akward
    Triple Lutz            1.1             movement.
    Camle into Sit Spin    1.2
                         -------
    TOTAL SCORE            6.0

CREDITS: Only the first attempt at each movement completed within the one
minute is scored.


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.
FREE-SKATING SCORES
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 ot 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 time
limit, to get the highest possible score. You begin with 0 points The maximum
score (ceiling) you can get is 6.0 - no matter how high your total score. 
Note: If you successtully complete a fourth attempt at a movement the judges
will not credit your score.

FREE SKATING SCORES 

                      POINTS 
MOVEMENT          EACH ATTEMPT       * Total and Maximum Score Penalties
------------------------------
Camel spin               .3          PENALTY          TOTAL     MAXIMUM
Sit Spin                 .3          ----------------------------------
(1.8 points maximum)                 Fall             -.5       -.2
Camel into Sit Spin      .5          Awkward          -.2       -.05
(1.5 points maximum)
Double Lutz Jump         .2          Note: No penalty for failing to attempt
Double Axel Jump         .2                all seven movements.
(1.2 points maximum)                 EXAMPLE:
Triple Axel Jump         .4          Your total score: 6.9    Maximum 6.0
Triple Lutz Jump         .4            1 Fall          -.5            -.2
(2.4 points maximum)                   2 Awkward       -.4            -.1
                      --------                        ---- Your Final ----
Total                    6.9         Total             6.0      Score 5.7
(6.0 Maximum Ceiling)

CREDITS: Only the movements completed within the two minutes are scored.
Movement attempts will be added ta your score only it 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 players
  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 countdown 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 forth as in real skating.
* Continue skating by moving the joystick back and forth in rhythmic strokes
  to move your racer's legs. Build your natural skating rhythm faster to get up
  to speed - and GO FOR IT! 


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 crudal.
* 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. Go
  in to 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 receive 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. 


SKI JUMP
--------
Every gust of wind chills your body as you look down from the top of the jump
tower to the runway 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 tucked position. to accumulate as much speed as 
possible. At the take-off, you leap out, push up, 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 takeoff 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 the joystick LEFT.
  * TOO FAR BACK, move the 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 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 (x) 3 (+) STYLE POINTS. A
respectable Ski Jump score would be a flight of 69 meters and 20 style points
for a total of 200 points. 


BIATHLON
--------
Race over a cross-country track on skis 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
  forth.
* 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 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 your accuracy - so cool
  down, and take careful aim befare 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 straightaways 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 sleer to keep
plummetting toward the finish. 
Learn the course! An intimate knowledge of the course is important, so you
learn the best position to take each corner. 
* The winning bobsled's score is based upon the fastest time through the
tracks.


SCORING
-------
AWARDS CEREMONY
After every event, the names and scores of all competitors are listed in the
order they are placed. The name of the Gold Medal winner appears at the top
of the screen 

CHAMPION CEREMONY
If players compete in all WINTER GAMES events, a Grand Champion of the games
isselected based on the number of points awarded for each side. 

         Gold Medal = 5 points
       Silver Medal = 3 points
       Bronze Medal = 1 point

The points are totaled after all events have been completed, and the player
with the most points is honoured as the Grand Champion. The ceremony takes
place after 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 recorded by the WINTER GAMES program. The records are displayed on
the World Records screen If a new record is set tor 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 skiis may have existed about 4,000 or 5,000 years ago in
scandinavia, Ski bindings were invented in the 1860's by Sondre Nordheim, of
Mordegal, Norway.
Once skiiers could slip the toes of their boots into iron pieces, then rasten
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 around 1000 B.C. Before the Iron Age, Nordic people made 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
Primitive 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 snowy hillsides, Sledding became a
real sport when British and American tourists starting racing sleds down
snowbound mountain roads in the European Alps in the middle of the 19th
Century. Bobsled races developed in the 1880's in Switzerland. 

THE WINTER OLYMPIC GAMES
The first WINTER GAMES were held at Chamonix, France in 1924, when they were
accepted as a celebration comparable to the summer Games and given the
official blessing of the International Olympic Committee. Since then, the
WINTER GAMES have been held at the following locations:

-----------------------------------------------------------------------------
                          WINTER OLYMPIC GAMES
Date  Place                             Date  Place
-----------------------------------------------------------------------------
1924  Chamonix, France                  1964  Innsbruck, Austria
1928  St. Moritz, Switzerland           1968  Grenoble, France
1932  Lake Placid, New York             1972  Sapporo, Japan
1936  Garmisch, Partenkirchen, Germany  1976  Innsbruck, Austria
1948  St. Moritz, Switzerland           1980  Lake Placid, New York
1952  Oslo, Norway                      1984  Sarajevo, Yugoslavia
1956  Cortina, Italy                    1988  Calgaray, Ontario
1960  Squaw Valley, California


WINTER GAMES for the MSX was developed by Ocean Software Limited in
association with Sentient Software. Screen graphics by David Thorpe. 
Produced by Jon Woods and Geoff Brown. 

