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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
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

The Project 64 etext of the ~World Games manual~, converted to etext
by Forrest <fmook@blue.weeg.uiowa.edu>.

WORLDG10.TXT, June 1997, etext #256#

*********

=========================
       World Games
        1986 Epyx
=========================


=== INTRODUCTION ===

Look out, world.  Here we come!

You're about to travel the globe with EPYX to compete in eight of the
world's most glamorous and unusual sports.  From Europe to the Far
East, you'll be ocean-hopping to the sites where daring divers sail
from rocky cliffs and giants of men match raw power in the sumo ring.
You're going to be on their home turf.  But it doesn't matter.  You'll
wipe them out.

"Excuse-moi.  Wheech way to ze Slalom?"

To become the WORLD GAMES champion, you'll ski the Slalom course at
Chamonix.  Toss an enormous caber in the hills of Scotland.  Fly over
the ice to jump barrels in Germany.  And pump heavy iron in the Soviet
Union.

In Japan, you'll go stomach to stomach with a 400-pound sumo wrestler.
In Mexico, you'll leap from the treacherous cliffs of Acapulco and in
Canada you'll fight for your balance against log-rolling lumberjacks.
And, in the States you'll ride the meanest, orneriest bull in the Wild
West.

The brand new challenge of eight international events.  The glamor of
visiting exotic locales.  World-class competition reaches new heights
of drama, color and excitement in the latest athletic challenge from
EPYX.

In any language, you're about to experience the thrills of WORLD
GAMES.  Bonne chance!

=== OBJECTIVE ===

WORLD GAMES challenges your competitive skills with a series of
athletic contests for one to eight players.  The lineup of eight
realistic and colorful events takes you on a journey around the world:

   RUSSIA -- Weightlifting
   GERMANY -- Barrel Jumping
   MEXICO -- Cliff Diving
   FRANCE -- Slalom Skiing
   CANADA -- Log Rolling
   UNITED STATES -- Bull Riding
   SCOTLAND -- Caber Toss
   JAPAN -- Sumo Wrestling

Practice each event first to sharpen your skills.  Then choose your
options for competition and let the Games begin.  You may represent
any of 18 countries as you compete in the events.  WORLD GAMES judges
each event, keeps score and awards medals to the winners.  The winner
gets the gold, a second place finish earns the silver and the third
finisher receives the bronze medal.

If you break a "World Record," WORLD GAMES will save your name and
display it on a special World Records screen.

Plug in your best joystick.  This is the game you've been waiting for.
The new thrills of WORLD GAMES are about to begin!

=== GETTING STARTED ===

For the Commodore 64/128:

   - Set up your Commodore 64/128 computer as show in the owner's
     manual.

   - Plug your joystick into Port #2.  If you are playing with more
     than one person, plug a second joystick into Port #1.

   - Turn the computer and the disk drive ON.

   - Insert your game disk into the disk drive with the label facing
     up and the oval cutout pointing towards the back.  You will be
     prompted when to turn the disk over to the other side.

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

With the EPYX FAST LOAD Cartridge:

   - Turn the disk drive and computer on.

   - Insert your WORLD GAMES disk with the label side facing up.

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

For the Atari ST:

   - Set up your ATARI ST computer as shown in the owner's manual.

   - Plug your joystick into Port #1, as shown in the Owner's Manual.
     If you are playing with two players, remove the mouse cable and
     insert the second joystick.

   - Insert the WORLD GAMES disk into disk drive A.  You will be
     prompted when to remove the disk and insert the disk labeled
     Disk 2.

   - Turn ON the computer.  The program will AUTOBOOT.  If your
     computer is already on, press the RESET button on the back of the
     computer to restart.

=== STARTING PLAY ===

When the WORLD GAMES title screen appears, press the FIRE BUTTON on
your joystick to load the menu screen.  The WORLD GAMES menu offers a
choice of seven options for practicing and competing in the events.
To make a selection, use your joystick to move the cursor to one of
the options and press the FIRE BUTTON.  You may also select an option
by typing the corresponding numbered key.

 ** OPTION 1: Compete in All The Events **

   - To enter your name, type your name on the keyboard and press
     RETURN.  (Or press RETURN to return to the menu without entering
     name.)

   - To choose your country, use the joystick to move the cursor to
     the flag of your choice, then press the FIRE BUTTON to make the
     selection.  (On the C64/128 you can type S to listen to each
     anthem.)

   - Repeat the 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.
     If you need to make any changes, select NO with the joystick.
     (On the C64/128 you can also type Y or N to select.)

 ** OPTION 2: Compete in Some Events **

Similar to OPTION 1, but you compete only in the events you select.

   - Use the joystick to choose the event, then press the FIRE BUTTON.
     (On the C64/128 you can also type the event number.)

   - The events you select will be displayed in white.

   - 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 OPTIONS 1 and 2, but you compete only in the event you select.

    - Use the joystick to choose the event, then press the FIRE BUTTON.
      (On the C64/128 you can also type the event number.)

 ** OPTION 4: Practice One Event **

    - Use the joystick to choose the event, then press the FIRE BUTTON.
      (On the C64/128 you can also type the event number.)

  NOTE: No scoring records are kept during practice rounds.

 ** OPTION 5: Number of Joysticks **

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

   - Select 1 or 2 by pressing the FIRE BUTTON.  (On the C64/128 you
     can also type the number.)

 ** 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.

   - Press the FIRE BUTTON to return to the menu.

 ** OPTION 7: Include Travelogue **

Displays the location and description of each event before you compete.

   - Press the FIRE BUTTON to select NO if you don't want to see the
     descriptions.  Select YES if you would like to read them before
     each event.

=== THE GAMES ===

 ** Weightlifting **

The scene for this event is Russia, home of the best Olympic
weightlifters in the world.  The Soviets have ruled the "Iron Game"
since 1960, when 360-pound giant Leonid Zhabotinsky squashed his
competition by hoisting 1262 points in three lifts.  Weightlifting is
more than a test of strength, it is also a sport of strategy and
style.  The "snatch" and "clean and jerk" require timing, skill, and
determination.

   - In practice rounds, select the type of lift by moving the joystick
     FORWARD or BACK.  Press the FIRE BUTTON to continue.

   - In competition, you must complete the "snatch" before competing in
     the "clean and jerk".

   - To select the weight, move the joystick LEFT or RIGHT.  Press the
     FIRE BUTTON to continue.

   - If no lifter wants to increase the weight after a successful round
     of lifts, the judges raise the weight 5 kg.

   - Press the FIRE BUTTON to begin the lift.

   - A total of three attempts at each type of lift are allowed for
     each player in the weight lifting competition.

 - The Snatch -

Several up and down joystick movements are necessary to complete a
successful Snatch, and each must be made at the right moment.

   - To bend down and grasp the bar, pull the joystick BACK.

   - To begin lifting the bar, push the joystick FORWARD.

   - During the lift, pull the joystick BACK to drop underneath the bar
     and "snatch" it over your head.

   - To stand up from the squatting position, push the joystick FORWARD.

   - When two or more judges' lights in front of the platform turn
     WHITE, pull the joystick BACK to lower the weights back down to
     the floor.

 - The Clean and Jerk -

A successful lift is even harder in the Clean and Jerk, extra up and
down movements are required, timing is more critical, and you'll need
to rest to "gather your strength" momentarily before each part of the
lift.

   - To grasp the bar, pull the joystick BACK.

   - To begin lifting the bar, push the joystick FORWARD.

   - During the lift, pull the joystick BACK to "clean" the bar and
     drop into a squat with the bar resting on your chest.

   - To stand up from the squatting position, push the joystick FORWARD.

   - To "jerk" the bar above your head, pull the joystick BACK again.

   - To straighten your legs and complete the lift, push the joystick
     FORWARD one more time.

   - When two or more judges' lights in front of the platform turn
     WHITE, pull the joystick BACK to lower the weights to the floor.

 - SCORING -

The winner is the lifter who successfully lifts the greatest weight.
At least two of the judges must give white success lights for a lift
to be considered successful.  The judges vote on the accuracy of your
timing.  Two "hesitant" white votes mean your timing was poor.  Three
quick white votes mean your timing was perfect.

 - TIMING -

As the weight increases, timing becomes more critical.  The right
moment to clean the bar to your chest is easy to judge at lower
weights, but extremely difficult as the Clean and Jerk approaches 200
kg.  After you clean the bar, wait the right amount of time to gather
your strength for the final lift.  Too short and the lifter isn't
ready, too long and his strength gives out.  The key to learning the
timing is practice.  Practice, practice, practice.

 - STRATEGY -

The key to strategy in weightlifting is knowing when to increase the
weight, and how much to increase it.  Know your limits and those of
your opponents.  A sudden 50 kg. increase may knock your opponents out
of the competition, but make sure you can lift the weight before you
take the gamble!

 ** Barrel Jumping **

Barrel jumping takes you to Germany, where skaters compete to jump
over the most barrels in a single attempt.  The sport started about
300 years ago in Europe where ice skating was a common form of
transportation.  In their dash before take-off, jumpers hit speeds
about 40 m.p.h., risking painful bruises if they fail to clear the
last barrel.  However, barrel jumpers keep protective gear to a
minimum for lighter weight and longer leaps.

   - To choose the number of barrels to jump, move and hold the joystick
     LEFT or RIGHT.  Press the FIRE BUTTON to continue.

   - Your skater appears on the ice ready to start.  Press the FIRE
     BUTTON to begin skating.

   - To move the skater's legs, move the joystick LEFT and RIGHT,
     alternating in rhythm with the movement of his legs.

   - To skate faster, maintain your joystick movements in rhythm with
     his legs.

   - To jump, press the FIRE BUTTON.  The flag indicator on the ice
     shows a good take-off point for most jumps.

   - To prepare for landing, pull the joystick BACK.

   - Each player is allowed three attempts.

 - SCORING -

The winner is the skater who clears the greatest number of barrels in
one of their attempts with a successful landing.

 - STRATEGY -

Build up as much speed as possible before jumping.  The length of the
jump depends on the speed at take-off.  The timing of the jump is also
important.  If you jump too soon, you may not clear the last barrel,
but if you jump too late, you may crash into the first barrel.

 ** Cliff Diving **

The cliffs of sunny Acapulco, Mexico, provide the setting for this
dangerous sport.  High on a cliff named La Quebrada ("the break in the
rocks"), courageous divers launch themselves from a craggy ledge
toward the crashing surf far below.  To avoid the rocks at the cliff
base, divers have to jump outward 27 feet during their 118-foot
descent.  Diver Raul Garcia has taken the leap from La Quebrada over
35,000 times.

   - To select the height of your dive, push the joystick FORWARD or
     pull BACK.  Press the FIRE BUTTON to prepare for the dive.

   - Your diver will appear on the ledge you selected.  Press the FIRE
     BUTTON to start the dive.

   - To arch your back during the dive, push the joystick FORWARD.

   - Before you enter the water, pull the joystick BACK to straighten
     out and complete the swan dive.

   - To avoid hitting the bottom surface under the water, move the
     joystick LEFT immediately after entering the water.

   - Each player is allowed three attempts.

 - SCORING -

Each diver is scored on the style and height of his dive.  Smoothly
executed swan dives score the highest style points.  The highest
scores are obtained with perfect swan dives from the highest ledges on
"La Quebrada", while barely missing the rocks at the foot of the
cliff.

 - WIND -

The wind velocity for each dive is indicated by the length of the
arrow at the top of the screen.  The stronger the wind, the longer you
must keep your diver's back arched to avoid the rocks.

 - STRATEGY -

The depth of the water varies as waves go in and out.  Try to time
your dive in order to enter the water at its maximum depth.  To
achieve a better score, try to barely miss hitting the rocks near the
foot of the cliff by arching your back as long as necessary during the
dive.  Also remember, that holding the joystick LEFT, RIGHT, FORWARD,
or BACK at the time of your leap adds extra velocity in that
direction.

 ** Slalom Skiing **

The setting for this event is Chamonix, France, where the first Winter
Olympics took place in 1924.  Skiing originated in Norway thousands of
years ago.  Ski racing dates from the earliest days of skiing in
Norway, and modern slalom racing probably evolved from old traditional
Nordic obstacle races.  Slalom courses are designed as a test of
reflexes, agility, precision and control.  Of course, speed is vital,
but skiers rarely exceed 25 mph in the slalom.

   - To start skiing down the course, press the FIRE BUTTON.

   - Control your skier's turns by moving the joystick LEFT or RIGHT
     to turn in that direction.

   - Press and hold the FIRE BUTTON as you move the joystick to increase
     your speed and turning sensitivity (how sharp you turn).

   - Complete the course by passing through each gate.  A gate is two
     flags of the same color, you must pass between each pair of flags.

   - The gates alternate colors, so you must ski between blue flags,
     then red flags.  Missing a gate adds a five second penalty.

 - SCORING -

The winner is the skier who successfully completes the course with the
fastest time.  You will be disqualified if you fail.  If you collide
with a gate head-on, you'll "wipe out".

 - STRATEGY -

Sharp turns slow you down.  Try to use moderate turns as often as you
can, timing each turn to position yourself for the next gate.  As you
pass through one gate, you should be setting up your approach for the
next gate down the hill.

 ** Log Rolling **

Log rolling brings a visit to Canada, where two lumberjacks try to
dislodge each other from a large floating log, spinning back and forth
until one contestant plunges into the icy river.  (Splash).  Needless
to say, log rolling requires great balance and agility.  Log rolling
began in Canadian lumber camps around 1840.  The novice lumberjack
always gets the same piece of advice: "Never take your eyes off your
opponent's feet".

   - You may compete against another person or the computer.

   - When "PRESS YOUR BUTTON" appears on either half of the screen,
     the player whose name appears on that half must press the joystick
     FIRE BUTTON.  The next player does the same.  This begins the
     event.

   - To move the lumberjack's legs, move the joystick continuously
     LEFT or RIGHT.  Stay in rhythm with the log or you may lose your
     balance.

   - To slow the rolling of the log from forward or backward, and
     change its direction, press the FIRE BUTTON while running.

   - Each player gets three attempts.

 - SCORING -

The winner is the last lumberjack to remain on the log.  A scoring
bonus is awarded to the winner based on the balance of the two
contestants.  A balance meter is displayed at the bottom of the
screen.  You score points whenever your balance is better than your
opponent's.  Scoring also depends on the length of the event; if you
take too long to finish off your opponent, you'll receive a lower
score.

 - BALANCE -

Establish a rhythm with your lumberjack's legs; if you don't build
speed at the correct rate he may lose his balance.  The computer keeps
balance meters (shown at the bottom of the screen) for both players.
When a lumberjack is off-balance, his arms extend to help him recover.

 - STRATEGY -

Make your opponent lose his balance by stopping the log, then changing
the direction of the log's rotation quickly back and forth.  Finish
off your opponent by rolling the log rapidly in the direction that
will cause him to fall off.

 ** Bull Riding **

Bull Riding is the most dangerous event in rodeo, a sport born over
100 years ago in the American West when cowboys challenged each other
to contests of riding and roping for entertainment.  The rider sits
bareback on a wild bull weighing two-thousand pounds or more, and
holds onto a rope to avoid being thrown.  When a rider falls in real
competition, rodeo clowns draw the bull's attention so the cowboy can
escape.

   - To choose which bull you want to ride, move the joystick FORWARD
     or BACK. The bulls are named (from easiest to hardest) Ferdinand,
     Elmer, Bob, Tornado, and Earthquake.

   - Press the FIRE BUTTON to start the event.

   - To respond to the bull's movements, hold the joystick as follows:

           1) BUCK: If the bull is bucking, hold the joystick LEFT or
                    RIGHT, in the direction that the bull is moving.

           2) SPIN: Pull the joystick BACK to stay on the bull when it
                    is spinning around.

           3) HALT: Hold the joystick LEFT or RIGHT in the opposite
                    direction that the bull is moving (ie.  If the bull
                    faces left move the joystick RIGHT).

 - SCORING -

Scoring is based on style and length of the ride.  The length of a
ride is eight seconds.  Riding harder bulls is worth more points.  For
the highest scores, ride Earthquake...if you dare.

 - STRATEGY -

Try to anticipate the bull's moves correctly.  Quick response to each
move is the key to finishing a ride.  The practice mode allows another
player to control the bull's actions.  Use this to develop a fast
response to all of the moves a bull can make.

Controlling the bull with the joystick in practice mode:

   - FORWARD: 360 degree spin.  The bull makes a full circle.

   - FORWARD WITH FIRE BUTTON PRESSED: 540 degree spin.  The bull spins
                                       through a circle and a half.

   - CENTER JOYSTICK: The bull bucks and runs.

   - BACK: The bull halts suddenly.  Guaranteed to throw the toughest
           hombre.

 ** Caber Toss **

The heather-splashed hills of Scotland are the birthplace of the
ancient Caber toss.  In this famous event from the Scottish Highland
Games, athletes lift and throw a tree trunk the size of a small
telephone pole.  Cabers vary in size, but once tossed successfully
they can never be shortened.  The Braemar caber, one of Scotland's
greatest challenges, is 19 feet long and weighs more than 120 pounds.

   - To run with the caber, move the joystick LEFT and RIGHT in rhythm
     with the athlete's feet.  To gain speed, increase the tempo of the
     rhythm smoothly.

   - To plant your feet and throw the caber, press and hold the FIRE
     BUTTON.

   - As the caber pivots in your hands, release the FIRE BUTTON to
     complete the throw.  If you release too soon or too late, the
     caber may not flip correctly.

 - SCORING -

The caber must flip over completely for a legal toss.  The toss that
travels the farthest distance wins the event.

 - STRATEGY -

The secret to the longest throws is building up your speed before the
toss, while conserving as much energy as possible.  The player who
learns how to reach top speed the fastest will usually win the event.
Be careful not to run any farther than necessary to build up your
speed, long runs with the heavy caber will only sap your strength.

 ** Sumo Wrestling **

Sumo is an ancient Japanese sport with many traditions.  Two huge
wrestlers grapple in a clay-surfaced ring, trying to topple each other
to the ground or push each other out of the ring.  In one part of the
elaborate pre-match ceremonies, the contestants throw salt to purify
the ring.  Japanese boys must weigh 160 pounds at the age 13 to enter
sumo apprenticeship, and today's professional sumo wrestlers often
weigh 400 pounds.

   - Press the FIRE BUTTON to begin the event and go into the crouch.

   - Control your wrestler by repeatedly moving the joystick as
     indicated for the following wrestling moves.

   - Press and hold the FIRE BUTTON to attempt to grasp your opponent's
     belt.  Then perform one of the following moves by repeatedly
     moving the joystick in the direction indicated, while still
     holding the button down.

   - The computer maintains stamina and balance factors for each
     wrestler.

   - Release the FIRE BUTTON to let go of your opponent's belt.

   - The first wrestler to leave the ring or touch the ground with
     any part of his body but the feet loses the match.

 - SCORING -

Scoring is based on reaction time, both yours and that of your
opponent.  The player who can execute moves the quickest will get the
highest scores.  If you throw your opponent to the ground or push him
out of the ring, you'll receive enough points to win the match.  The
shorter the match, the higher your score.

 - STRATEGY -

Timing is important to success in the sumo ring.  When you perform a
move with the FIRE BUTTON pressed, be sure to release the button at
the proper time to complete the move successfully.  You can learn the
timing through practice.  Also keep in mind that the Utchari is a good
strategic move.  Try using it when you're about to be pushed out of
the ring.

=== WORLD GAMES 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 the players compete is all WORLD 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 totaled after all events have been completed, and the
player with the most points is honored 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, WORLD GAMES saves the name
of the record-breaking player.  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 ===

For the Commodore 64/128:

To restart WORLD GAMES at any time, press and hold the RUN/STOP and
RESTORE keys at the same time.  The program will reboot to the
beginning of the game.

For the Atari ST:

To restart WORLD GAMES, press the RESET button on the back of the
computer to reboot to the main menu.

*********

End of the Project 64 etext of the World Games manual.

*********
