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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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The Project 64 etext of the ~Winter Games Instruction Manual~,
converted to etext by Russell Reed <rreed@cei.net>.

WINTGA10.TXT, July 1997, etext #262#

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WINTER GAMES

INSTRUCTION MANUAL
for the Commodore 64/128 TM


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.

  Be proud.  Today you stand among the elite few whose courage and
stamina will be tested by these Winter Games.  Listen.  A fanfare of
trumpets sounds as the WINTER GAMES flag is slowly raised.  Thousands
of white doves are released, symbolically to fly to the countries of
the world with the message of peace -- and the news that the Winter
Games have begun.  This is it -- your chance to go for the Gold!


OBJECTIVES

  WINTER GAMES challenges your competitive skills with a series of
athletic contests for 1 to 8 players.  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 Records screen.

  Get ready to give it your best -- and remember the motto of the
ancient Greek atheletes:

  Citius -- Altius -- Fortius

  "Faster -- Higher -- Stronger!"


GETTING STARTED

Loading Instructions

o Set up your Commodore 64/128 as shown in the Owner's Manual.

o Remove all disks from the drives.

o Plug your joystick into Port #2.  If you're using two joysticks, plug
  the second joystick into Port #1.

o Turn the computer and disk drive ON.

o Insert the WINTER GAMES disk into the disk drive, with the Side 1
  label facing UP, and the oval cutout pointing towards the back.

o Type LOAD"*",8,1 and press the RETURN key.

o Commodore 128:  Set system to C-64 Mode.


To use the EPYX FAST LOAD tm Cartridge:

o Set up your Commodore 64/128 as shown in the Owner's Manual.

o Insert the FAST LOAD Cartridge into the cartridge slot of your
  computer.  Commodore 128:  FAST LOAD Cartridge automatically sets
  system to C-64 Mode.

o Plug your joystick into Port #2.  If you're using two joysticks, plug
  the second one into Port #1.

o Turn the computer and disk drive ON.

o Insert the WINTER GAMES disk into the disk drive, with the Side 1
  label facing UP, and the oval cutout pointing toward the back.

o Press the C= (Commodore) key and the RUN/STOP key to load the
  program.


STARTING PLAY

Opening Ceremony

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 GAMES.  White doves
are released ove the stadium, to symbolize 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 the Events

Compete in all seven events: Ski Jump, Bobsled, Figure Skating, Hot Dog
Aerials, Freestyle Skating, Speed Skating, and Biathlon.  The computer
keeps a running tally of medals awarded to each player.

o To enter your name, type your name on the keyboard and press RETURN.

o To choose your country, use the joystick to move the cursor to the
  flag of your choice, then press the FIRE button to select that
  country.
  (To listen to the country's anthem, type S.)

o Repeat name and country selection for each additional player (up to
  eight).  When all players' names and countries are entered, press
  RETURN.

o 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 Some Events

Similar to OPTION 1; however, you can compete in any number of the
listed events for this round of international competition.

o Select the event(s) by typing the corresponding numbered key or by
  moving your joystick and pressing the FIRE button.

o The events you select will be displayed in white.

o When you are finished selecting the events, move the cursor to the
  word DONE and press the FIRE button.

OPTION 3: Compete in One Event

Similar to OPTION 1; but you only compete in the event you select.

o Use the joystick to choose the event, then press the FIRE button.
  (Or type the key matching the event number.)

OPTION 4: Practice One Event

No scores are kept during practice rounds.

o Move the joystick to choose the event, then press the FIRE button.
  (Or type the key matching the event number.)

OPTION 5: Number of Joysticks

For one player, plug your joystick into Port #2 and select 1.
For two or more players, plug both joysticks in and select 2.

o Select 1 or 2 by pressing the FIRE button.
  (Or type 1 or 2.)

OPTION 6: See World Records

Displays the highest score recorded in all events, with the name and
country of the player who achieved each world record.

o Press the FIRE button to return to the menu.

OPTION 7: Opening Ceremonies

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, 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!

o Press the FIRE button to start Figure Skating.

o To begin a movement, point the joystick in the direction of the
  movement you want to make and press the FIRE button.

o To COMPLETE a movement, center the joystick and press the FIRE
  button.

o 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

                                 CAMEL
                        DOUBLE    SPIN  DOUBLE
                      LUTZ JUMP \  ^  / AXEL JUMP
                                 \ | /
                                  \|/
                                 SKATE
                       SKATE <--BACKWARD--> SKATE
                    BACKWARD      /|\       FORWARD
                                 / | \
                         TRIPLE /  v  \ TRIPLE
                      LUTZ JUMP   SIT   AXEL JUMP
                                  SPIN

Figure Skating Tips:

AWKWARD:  A movement will be judged as elegant or awkward, depending on
when you press the FIRE buttton.  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 from a jump to a spin, a
spin to a jump, a jump to another jump, or a Sit Spin to another 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 Score               6.0

    o Total Score Penalties

      .7 Point penalty for each fall.
      .2 Point penalty for each
         awkward movement.

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


Free Skating

In Free Skating competition, you chose 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 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 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 successfully complete 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)

    o 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 races skate side-by-side, in separate lanes, as
fast as they can go!

o 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.

o 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.

o Continue skatinig 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 t speed -- and GO FOR IT!

o The skater with the fastest time wins the race.

o 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.

o Push the FIRE button to start a jump.

o Push the joystick in one of these six directions to begin a movement:

                   Daffy        Back Scratch
                        \      /
                         \    /
                          \  /
           Back Flip <--- Land ---> Forward Flip
                          /  \
                         /    \
                        /      \
               Mule Kick        Swan

o To do one movement after another, move the joystick when the Hot Dog
  Skier is in mid-air -- timing is crucial.

o To get out of a move or begin another move push the joystick to the
  center (LAND) position.

o Hold each movement (except the Flips) until you choose a different
  move.

o Go 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 maneuvers 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

    o 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.

o Press the FIRE button to begin your approach.

o When you reach the takeoff point, press the FIRE button.

o In the air, watch the upper right-hand corner of the screen for
  faults.  Correct faults quickly to get maximum style points and
  distance.

  o If your knees are BENT, move the joystick UP to correct.
  o If you're TOO FAR FORWARD, move joystick LEFT.
  o TOO FAR BACK, move joystick RIGHT.
  o SKIS CROSSED, move joystick DOWN.

o 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 60 meters
and 20 style points for a total of 200 points.


Biathlon

Race over a cross-country track on skis with a .22 caliber 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!

o Press the FIRE button to start cross-country skiing.

o Move your joystick left and right to move your skier's legs in
  steady, rhythmic kicks and glides.

o On LEVEL GROUND, keep up a steady pace by moving your joystick back
  and forth.

o For UPHILL terrain, move the joystick faster to increase speed.

o 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.

o 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
  before you fire!

o The winner or high score is the skier with the fastest total time.


Bobsled

Prepare to careen down a track of solid ice -- while you crouch in a
precision-built machine of steel and aluminum.  You'll fly around
hair-raising turns, then plummet down the bumpy straightaways at speeds
exceeding 90 miles per hour!

o Press the FIRE button to begin the race.

o 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 learn the best position to take each corner.

o 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 Grand 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 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 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.

Continuing Play

Try to restart WINTER GAMES at any time, press RUN/STOP and RESTORE at
the same time.  The program will return to the main menu.  You may be
instructed to turn over your disk at this time.


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 skip 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 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
1770s, when Marie Antoinette was an avid enthusiast.

Sledding

  Primitive sleds were used for transportation before 3,000 B.C. in
Norther 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 1500s in Germany, when people rode toboggans over snowy hillsides.
Sledding became a real sport when British and American tourists started
racing sleds down snowbound mountain roads in the European Alps in the
middle of the 19th Century.  Bobsled races developed in the 1880s 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
  ------------------------------------
    1924    Chamonix, France
    1928    St. Moritz, Switzerland
    1932    Lake Placid, New York
    1936    Garmisch-Partenkirchen
             Germany
    1948    St. Moritz, Switzerland
    1952    Oslo, Norway
    1956    Cortina, Italy
    1960    Squaw Valley, California
    1964    Innsbruck, Austria
    1968    Grenoble, France
    1972    Sapporo, Japan
    1976    Innsbruck, Austria
    1980    Lake Placid, New York
    1984    Sarajevo, Yugoslavia
    1988    Calgary, Ontario

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End of the Project 64 etext of the Winter Games Instruction Manual.

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