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- WINTER GAMES
-
- Typed in by CYBORG. Edited by Parasite
-
-
- THE GAMES
- All events in WINTER GAMES can be controlled with either the joystick or
- keyboard. This file will illustrate both.
-
- FIGURE SKATING
- Figure Skating is a one-minute, timed exercise of seven compulsary 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.
-
- + 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:
-
- AWKWARD: A movement will be judged as elegant or awkward, depending on when
- you press the FIRE button or SPACE BAR. 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 together, it will be a little awkward.
-
- 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
- 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 score according to what moves are made.
-
- 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.
-
- 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 ten. Combinations of different movements count for the most points. Points
- will be deducted for awkward transitions between moves.
-
- 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.