WINTER GAMES DOCS

All events in WINTER GAMES can be controlled with either the joystick or 
keyboard. This file will illustrate both.

--------------
Figure Skating
--------------

. It's the grace and form of your skating that count!

+  Press the FIRE button or SPACE BAR to begin Figure Skating.
+  To begin a movement, point the joystick in the direction of the 
movement you want to make and press the FIRE button or SPACE BAR.
+  To COMPLETE a movement, center the joystick and press the FIRE button 
or SPACE BAR.
+  To SKATE BACKWARD, center the joystick and press the FIRE button or 
press the 'J' key and then the SPACE BAR.

Joystick or Keyboard controls: Figure and Free Skating:

                      Camel Spin
Lutz Jump   U             I             O   Double Axel Jump
              \           |           /
                \         |         /
Skate             \       |       /            Skate 
Backward    J  ------   SKATE   ------  K      Forward
                    / BACKWARDS \
                  /       |       \
                /         |         \
Triple        /           |           \
Lutz Jump   N             M             <.  Triple Axel Jump
                       Sit Spin



Figure Skating Tips:

 closed, the jump will be awkward. The opposite is true if you are 
skating BACKWARDS: trigger the jump when the skaters 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 
the timer 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 AND 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 Penalties

   .7 Point penalty for each fall.
   .2 Poing 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 choose the jumps and spins, inventing 
your own choreography to music. You have two minutes to complete the 
program.

Free Skating Scores

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.

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 Awkards    -.4            -.1
                 _____    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 fasted 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!

+  You will be skating against a computer player on the top half of the 
screen. Your skater is on the bottom half of the screen. Press the FIRE 
button or SPACE BAR on the keyboard to begin the countdown.

+  When then countdown reaches "GO", begin skating by moving the 
joystick to the LEFT and RIGHT or pressing the keys 'J'
and 'K', 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 or pressing 
'J' and 'K' in rythmic strokes to move your racer's legs. Build your 
natural skating rythm faster to get up to speed -- and GO FOR IT!

+  The skater with the fastest time wins the race. (duh)

+  When the race is over, press the FIRE button or SPACE BAR 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 or SPACE BAR to start a jump.

+  Push the joystick in one of these six directions or press the 
appropriate key on the keyboard to begin a movement:

--------------------------------------------------
     Daffy  U                      O  Back Scratch
              \                  /
                \              /
                  \          /
 Back Flip  J <-----  LAND  -----> K  Forward Flip
                  /          \
                /              \
              /                  \
 Mule Kick  N                      <.  Swan
--------------------------------------------------

+  To do one movement after another, move the joystick or press the 
appropriate key 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 
center (LAND) position or press the SPACE BAR.

+  Hold each movement (except the FLIPS) until you choose a different 
move.

+  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 ten points.

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 or your skis, to reduce wind resistence and increase the 
length of your jump.

+  Press the FIRE button or SPACE BAR to begin your approach.

+  When you reach the takeoff point, press the FIRE button or SPACE BAR 
again.

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

   If your knees are BENT, move the joystick UP or press the 'I' key to 
correct.
   If your're too far FORWARD, move joystick LEFT or press the 'J' key.
   Too far BACK, move joystick RIGHT or press the 'K' key.
   SKIS CROSSED, move joystick DOWN or press the 'M' key.


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.


---------
Biathalon
---------

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!

+  Press the FIRE button or SPACE BAR to start cross-country skiing.

+  Move your joystick LEFT and RIGHT or press the keys 'J' and 'K' 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 or pressing 'J' and 'K'.

+  For UPHILL terrain, move the joystick faster or press the keys faster 
to increase speed.

+  DOWNHILL stretches go fastest if you're using the double-pole 
technique. Pull the joystick back or press the 'M' key 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 five second penalty. The gun must be loaded and the 
shell ejected for each shot. Pull the joystick BACK or press the 'M' key 
to open the chamber. Push
the Joystick FORWARD or press the 'I' key to load the shell. Push the 
FIRE button or SPACE BAR 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!

+  The winner 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!

+  Press the FIRE button jor SPACE BAR to begin the race.

+  Move the joystick LEFT and RIGHT or press keys 'J' and 'K' to guide 
your sled, pull BACK on the joystick or press 'M' to brake.

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.

+  The winning bobsled's score is based upon the fastest time through 
the tracks.


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          Winter Games -- A New Vision Production
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