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Summer Games: Original brugermanual
IntroductionExperience the power, the glory, the thrill and the
challenge of the world's greatest athletic competition: the SUMMER
GAMES!
The awe-inspiring OPENING CEREMONY focuses on 3,000 years of noble
tradition as you proudly look on, ready to give your very best to honor your
country.
This is the moment you've worked and trained so long to achieve,
to test your skill under pressure against the best of the world's athletes. You
will try to excel in a whole spectrum of sports events - in track and field,
swimming and diving, gymnastics, and skeet shooting.
Boldness. Skill.
Strategy. Determination. The marks of the true champion. If you are victorious,
you'll receive the champion's prize -- the coveted GOLD MEDAL -- before the
cheering multitude. Your triumph might even go down in history as the greatest
personal performance ever!
Seize the moment! Prepare for the ultimate
challenge! Taste the fruits of hard labor. Give it your best and GO FOR
THE GOLD!
ObjectivesSUMMER GAMES offers a variety of sports competitions
for 1 to 8 players. It challenges you with several realistic events in swimming,
track, gymnastics, skeet shooting, pole vault, and diving.
Represent one
of 18 countries as you compete in each event. Try to win the most medals for the
whole lineup of events! SUMMER GAMES keeps scores, provides judges, and awards
medals to the winners.
As you get better, try to break "World Records"
and set new performance standards. SUMMER GAMES also saves the names of record
holders and displays them on a special screen.
So, get in shape and try
to beat the best. The whole world is watching you!
Starting PlayA spectacular opening ceremony welcomes you to the
International SUMMER GAMES. A runner arrives to light the etraditional flame and
white "peace doves" are released over the stadium.
After the opening
ceremony a menu screen offers you a choice several options. To make your
selection, use your joystick to move the cursor to your choice, then press the
Fire button. Or type the number key of the option you want.
Compete in
all the events
Players compete in the complete series of events
- Players will first be asked to enter their names and pick their countries.
- Type your name on the keyboard and press RETURN to enter.
- Push the joystick to move the cursor to one of the flags, then press the
Fire button to pick the country. (If you just want to hear the anthem type:
S.)
- Repeat name and country selection for each player. When all competitors
are finished, press RETURN.
- A verification screen will appear. 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.
Compete In One
Event
You only compete in the event you pick. Use the joystick to
choose the event, then press the Fire button or just type the key matching the
number of the event (1-8).
Practice One Event
Use the
joystick to choose the event, then press the Fire button or just typpe the key
matching the number of the event (1-8). NO SCORING RECORDS ARE KEPT DURING
PRACTICE ROUNDS.
Number Of Joysticks (1 Or 2) (Not available in the
Atari 800 version)
- Select 1 or 2 by pressing the Fire button
- If you only have one joystick, select 1.
- If you have 2 joysticks, plug them both in and select 2. This will let two
players compete head to head in the swimming and running events.
See World Records
Displays the highest score recorded in
all events, with the name and country of the player who achieved
it.
Play Summer Games 2 Events (Amiga & Atari ST
only)
Merge Summer Games I & II events
together.
Opening Ceremonies
Repeats the opening
ceremonies.
Closing Ceremonies (Amiga & Atari ST
only)
View closing ceremonies.
The GamesPole Vault You need agility and superb timing
to perform well in this event. It takes sprinting, lifting, and gymnastic skills
-- coordinated in split seconds of fluid movement!
- The display along the bottom of the screen shows the competitor's name and
country, the bar height, and status messages.
- The bar height is initially set at 4 meters. A status message will ask,
"TRY THIS JUMP?"
- If you wish to compete at that height, push the joystick forward to answer
"YES." Or, pull the joystick back to answer "NO." The next player then gets
the same option. If all the players decide not to jump, the bar is raised and
the question is asked again.
NOTE: Competition CAN begin at any height
up to 5 meters. When the bar is raised to 5 meters, competition MUST begin
before the height is increased.
After you accept a bar height, a status
message asks you to "SELECT POLE GRIP." Use the joystick to select your
grip:
- Forward for HIGH
- Left or right for MEDIUM
- Back for LOW
(The high grip can give you more height, but the low
grip is easier to use for low jumps.)
When the status message says,
"READY TO JUMP:
- Press the Fire button to start running toward the bar.
- Pull the joystick BACK to plant yoour pole in the vault box (which appears
as a dark notch in the landing pad).
- Push the joystick FORWARD to kick up and flip over the bar.
- Press the Fire button to release the pole.
Timing is critical in
this event. You can fail to clear the bar if you:
- Plant the pole too soon or too late (missing the vault box).
- Kick up too soon (hitting the bar) or too late (letting the pole fall
against the bar).
- Release the pole too soon (losing control) or too late (letting the pole
fall against bar).
You get three attempts to make a successful vault
at each height. Three successive failures eliminate you from competition in this
event.
After each round, the bar height is raised.
The winner of
this event is the last player to be
eliminated.
Diving
Stand on a platform 30 feet above the
water. Feel the tension rise as the crowd watches your every move. It's time to
show your "best stuff" with four tricky dives: forward, backward, reverse, and
inward. As you take the plunge, remember: Form is Everything!
Press the
Fire button to take off from the diving board. Use the joystick to control
your body position and rotation speed. Push the stick:
- RIGHT for a full-tuck position, and the fastest rotation.
- BACK for a pike position, and the second-fastest rotation.
- LEFT for a half-pike position, and slower rotation.
- FORWARD for a layout position, and the slowest rotation.
After
every dive, the Judges' scores appear in boxes across the center of the screen.
A dive is considered perfect (for a score of 10 points) if the body enters the
water vertically and fully extended, either head- or feet-first. Any deviation
from this ideal entry position costs you points, with a minimum score of
zero. A second scoring factor is the Difficulty Rating, based on the number
of rotations and different positions achieved in a dive. This Rating starts
at 1.0, and can go as high as 4.1, increasing with the complexity of the
dive. The total points for each dive are calculated by eliminating the high
and low Judges' scores and multiplying by the Difficulty Rating. To get a
high score, attempt the most difficult dive you can successfully perform. Easy
dives get low Difficulty Ratings; complex dives may earn low scores if they are
executed poorly. Remember both of the factors used in scoring this
event. Three status displays give you this information:
- A DESCRIPTION screen names the next dive you are to perform.
- A DIVE RATING screen indicates the score for your performance.
- A CURRENT STANDINGS screen shows the total points won by all the
competitors in this event.
Press the Fire button to change
screens. The winner of this event is the competitor who scores the most
points for the four dives.
4 x 400-Meter Relay
It takes
speed, pacing, AND perfect teamwork from all four runners on your relay team to
win this exciting race. Be sure to watch their vital signs closely -- a collapse
could be a disaster. And remember, don't fumble the baton!
Press the Fire
button to set your first runner at the starting line. When both runners are
in place, watch the countdown: "MARK...SET..." The starting gun fires.
"...GO!" Move the joystick to the RIGHT to start running. A false start
means the countdown begins again. Be careful -- two false starts disqualify
you. Move the joystick to control your runner's speed:
- CENTER for normal running.
- LEFT for "coasting."
Pacing is crucial in this event, so watch the
gauge at the bottom of the screen to monitor your runner's energy reserves. When
the bar is long and white, your runner has plenty of energy. As the bar
disappears your energy is depleted. Control your runners' speed to move them
as fast as possible without becoming exhausted. They lose energy while sprinting
and regain it while "coasting." If a runner tries to sprint with little or no
energy left, his performance will drop off sharply. Make the runner coast to
reduce his speed and regain energy (but don't let him fall too far
behind!) Each of your runners has a different amount of stamina. Learn their
individual traits in order to decide how to control their pace. All runners
tire more quickly in the first part of their "leg" (or turn) than they do in the
second part. Runner one can't regain his energy as fast as runner four can,
while runner two loses energy faster than runner three. To pass the baton,
press the Fire button. Time the pass for the moment when both runners are close
to each other; otherwise you'll lose precious seconds while your progress
stops. When your fourth runner crosses the finish line, your race time will
appear in place of your name. The winner of this event is the team with the
best time.
100-Meter Dash
All-out SPEED is the key to
winning this race!
The Start procedure is the same as the 4 x 400-Meter
Relay. When the race begins, increase your running speed by jiggling the
joystick as rapidly as you can, either side-to-side or up and down. The
winner of this event is the runner who crosses the finish line with the best
time.
Gymnastics
This is the supreme test of grace and
precision. Strive for a performance of athletic artistry as you vault from a
springboard to the horse, then to the floor. The crowd will really appreciate
your attention to form! Press the Fire button to get set. Release the
button to start your run. Press the button again to jump onto the
springboard. You will get a more powerful vault nearer the edge of the board.
Jumping too soon or too late will make you miss the board entirely, and you will
have to start again. A second miss will disqualify you from the round. Hold
the joystick RIGHT or LEFT as you leave the springboard to peform a 180 degree
axial body twist. This maneuver increases the difficulty of your performance and
makes a higher score possible (if you successfully complete your
attempt). Press the Fire button to push off the horse. The most powerful
push-off occurs when the body is nearly vertical. In the air, move the
joystick to control body position and rotation speed:
- FORWARD for a full-tuck position, at fast rotation.
- CENTER for a layout position, at medium rotation.
- BACK for a landing position, at slow rotation. You must be in this
position for a correct landing.
The scoring is based on both execution
and difficulty, and is displayed after your landing. EXECUTION is considered
perfect if you land completely upright on your feet. In a near-perfect landing,
you take a step. Use the joystick to straighten up, by pushing it in the
opposite direction that your gymnast is leaning. By making this last-second
correction, the landing will be judged successful, with only a slight penalty.
If your gymnast falls there will be a greater score penalty. DIFFICULTY is
judged by the number of different maneuvers performed in mid-air. Scores are
lowered by poor landings, poor height off the horse and vaults that involve few
maneuvers. The highest possible score is awarded for a perfect landing after
a 180 degree twist, with maximum height from the horse, followed by a triple
somersault. The winner of the event is the competitor who scores the most
combined points for two consecutive vaults.
Freestyle
Relay
Be ready to spring from your starting block when the countdown
reaches "GO." Just a fraction of a second can decide this furious swimming race.
It takes power, coordination, and strategy to keep your four swimmers
ahead!
Press the Fire button to position your first swimmer at the
starting block. When both swimmers are in place, watch the countdown.
"MARK...SET...GO!" Move the joystick to the RIGHT to jump into the water.
Don't jump too soon -- an early takeoff is a false start, and the countdown will
begin again. Three false starts disqualify you from the race. Press the Fire
button every time your swimmer's arm enters the water. This gives you a "power
stroke," and more speed. When your swimmer reaches the far end of the pool,
about half way through the section marked with red floats, lean the joystick
LEFT for a kick-turn. Turning at just the right time gives you the best head
start for your return lap. As your swimmer completes the return lap, lean the
joystick RIGHT to start your next relay racer. The new swimmer should leave the
starting block just as his teammate reaches the end of the pool. If you make
this move too early or late, the action stops and you'll lose precious
time! When your fourth swimmer completes his return lap, the clock displays
your final time for the race. The winner of this event is the team with the
best final time.
100-Meter Freestyle
This race is just like
the Freestyle Relay, except that a single swimmer completes just two lengths of
the pool. To win this "swimming sprint," concentrate on getting a good start and
keeping a strong power stroke. Just a split second can be the margin of
victory!
The start, kick-turn and power stroke are controlled the same
way as in the Relay event. This race is over when your swimmer completes his
return lap. The winner of this event is the swimmer with the best final
time.
Skeet Shooting Out on the SUMMER GAMES skeet range you
need steady nerves, an eagle's eye, and lightning reflexes to win this supreme
test of marksmanship. Learn the patterns of the clay pigeons, focus your
attention, and keep your sights steady as you fire away!
Move the
joystick to aim your gunsight. Remember, gravity slowly but constantly pulls
the sight downward, so your aim won't stay fixed unless you keep correcting it.
This means you can't just set your aim and wait for a target. If you follow a
target, the gravity effect is very minor. Press the Fire button to release
the targets from the trap houses at the sides of the range, and again to shoot.
You get only one shot for a single target and two shots for a double target.
Make them count! One point is scored for each hit. Each round of shooting
consists of 25 targets. They appear in a standard sequence as you move through
eight shooting positions. Positions start from the left, move to the right, and
finish at the center station. Pay attention to the order in which targets are
thrown. Te winner of this event is the shooter who scores the most hits in a
round of 25 targets.
Awards CeremonyAfter 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 CeremonyIf players compete in all SUMMER GAMES events,
a Grand Champion is selected based on the number of medals awared.
- Gold Medal = 5 points
- Siver Medal = 3 points
- Bronze Medal = 1 point
When all the events have been decided the
points are totalled and the player with the most points is honored as Grand
Champion. This occurs after the Awards Ceremony for the final event.
World RecordsThe higest score achieved in each event, the name
of the player scoring it and his or her country are saved by the SUMMER GAMES
program. These records are displayed on the World Records screen. If a new
record is set for an event, the previous record is deleted and the new
information appears in its place.
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