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Winter Games
/ Epyx
1985
Screenshots: « play/stop »
Scenario
You've captured the gold in Summer Games and Summer Games 2 – now it's on
the Winter Games!
You're an athlete at the Winter Games 1988 in Calgary, Alberta, Canada. You're
about to move across snow and ice with as much speed, strength, endurance and
grace as you 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 one to eight players. You can complete 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 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 place, the Silver for second place, and 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 athletes:
Citius, altius, fortius – "Faster, higher, stronger."
Loading instructions
Set up your Commodore 64/128 as shown in the Owner's Manual. Remove all disks
from the drives. Plug your joystick into Port 2. If you're using two joysticks,
plug the second joystick into Port 1. Turn the computer and disk drive on. Insert
the Winter Games disk into the disk drive, with the Side 1 label facing up, and
the oval cutout pointing towards the back. Type Load"*",8,1 and press
the Return key. Commodore 128: Set system to C64 Mode.
To use the Epyx Fast Load Cartridge: Set
up your Commodore 64/128 as shown in the Owner's Manual. Insert the Fast Load
Cartridge into the cartridge slot of your computer. Commodore 128: Fast Load Cartridge
automatically sets system to C-64 Mode. Plug your joystick into Port 2. If you're
using two joysticks, plug the second one into Port 1. Turn the computer and disk
drive on. Insert the Winter Games disk into the disk drive, with the Side 1 label
facing up, and the oval cutout pointing towards the back. Press the C= (Commodore)
key and the Run/Stop key to load the program.
How to play
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 over the stadium, to
symbolize peace on earth. Let the games begin!
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 choice,
then press the Fire Button.
Option 1: Compete in all Events
Compete in all seven events, in this order: 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.
To enter your name, type your name on the keyboard and press Return. 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.) Repeat 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, or type Y. To delete names and
start again, select No or type N.
Option 2: Compete in One Event
Similar to Option 1, but you only compete in the event you select. Use the joystick
to choose the event, then press the Fire Button. (Or type the key matching the
event's number.)
Option 3: Practice One Event
No scores are kept during practice rounds. Move the joystick to choose the event,
then press the Fire Button. (Or type the key matching the event number.)
Option 4: 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. Select 1 or 2 by pressing the Fire Button
(or type 1 or 2).
Option 5: See World Records
Display 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 6: 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, 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!
Press the Fire Button to start Figure Skating. To begin a movement, point the
joystick in the direction of the movement you want to make and press the Fire
Button. To complete a movement, center the joystick and press the Fire Button.
To skate backward, center the joystick and press the Fire Button.
These are the key Figure Skating movements, in their relative joystick positions:
Up: |
Double Lutz Jump |
Up/Right: |
Double Axel Jump |
Right: |
Skate Backward |
Right/Down: |
Triple Axel Jump |
Down: |
Sit Spin |
Down/Left: |
Triple Lutz Jump |
Left: |
Skate Backward |
Left/Up: |
Camel Spin |
Figure Skating Tips
Awkward: A movement will be judged as elegant or awkward, depending on when you
press the FIRE button. 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 Spin 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.
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 a Camel Spin. Skate backwards
in between movements; skate forwards before you do an Axel Jump.
Camel into Sit Spin: You can move directly from 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 |
0.7 |
Sit Spin |
0.7 |
Double Axel Jump |
0.6 |
Triple Axel Jump |
1.1 |
Double Lutz |
0.6 |
Triple Lutz |
1.1 |
Camel into Sit Spin |
1.2 |
Total Score |
6.0 |
 |
 |
Total score penalties |
0.7 points penalty for each fall. |
0.2 points penalty for each awkward movement. |
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 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 0.0 points. The maximum score (ceiling) you can get is 6.0
no matter how high your total score is.
Note: If you successfully complete a fourth attempt at a movement, the judges
will not credit your score.
Movement |
Points |
Camel Spin |
0.3 |
Sit Spin |
0.3 |
(1.8 points maximum) |
 |
 |
 |
Camel into Sit Spin |
0.5 |
(1.5 points maximum) |
 |
 |
 |
Double Lutz Jump |
0.2 |
Double Axel Jump |
0.2 |
(1.2 points maximum) |
 |
 |
 |
Triple Axel Jump |
0.4 |
Triple Lutz Jump |
0.4 |
(2.4 points maximum) |
 |
 |
 |
Total |
6.9 |
(6.0 points maximum ceiling) |
 |
 |
 |
Total and maximum score penalties |
Fall: 0.5 total and 0.2 maximum. |
Awkward: 0.2 total and 0.05 maximum. |
Note: No penalty for failing to attempt all seven movements. Example:
Your total score:
Your total score: |
6.9 |
|
Maximum: |
6.0 |
One fall: |
-0.5 |
|
One fall: |
-0.2 |
Two awkwards: |
-0.4 |
|
Two awkwards: |
-0.1 |
Total: |
6.0 |
|
Your final 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 succesfully 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 racers skate side-by-side, in separate lanes, as fast as
they can go!
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. 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.
Continue skating 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 to
speed – and go for it!
The skater with the fastest time wins the race. When the race is over, press the
Fire Button to begin the next event.
Hot Dog Aerials
This demonstrations 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.
Push the Fire Button to start a jump. Push the joystick in one of these six directions
to begin a movement:
Up: |
n/a |
Up/Right: |
Back Scratch |
Right: |
Forward Flip |
Right/Down: |
Swan |
Down: |
n/a |
Down/Left: |
Mule Kick |
Left: |
Back Flip |
Left/Up: |
Daffye |
To do one movement after another, move the joystick when the Hot Dog Skier is
mid-air. Timing is crucial! To get out of a move or begin another move, push the
joystick to the center (Land) position. Hold each movement (except the Flips)
until you choose a different move. Go into 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 |
One stunt |
6.3 |
One flip |
7.2 |
Two stunts (same) |
8.7 |
Two flips (same) |
9.2 |
Two stunts (different) |
9.6 |
One stunt and one flip |
10.0 |
Two 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 of your skis, to reduce wind resistance and increase the length of your jump.
Press the Fire Button to begin your approach. When you reach the takeoff point,
press the Fire Button. In the air, watch the upper right-hand corner of the screen
for faults. Correct faults quickly to get maximum style points and distance.
If your knees are bent, move the joystick up to correct. If you're too far forward,
move joystick left. Too far back, move joystick right. Skis crossed, move joystick
down. 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.
Form: 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!
Press the Fire Button to start cross-country skiing. Move your joystick left and
right 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. For uphill
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.
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 after each shot. Pull the joystick back to open
the gun chamber. Push the joystick forwards 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! 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!
Press the Fire Button to begin the race. 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
towards the finish.
• Learn the course! An intimate knowledge of the course is important, so
you learn the best position to take each corner.
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 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, 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
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 skiis may have existed about 4,000 or 5,000 years ago in Scandinavia.
Ski bindings were invented in the 1860s by Sondre Nordheim of Mordegal, Norway.
Once skiers could slip 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 Northern 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 on 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:
1924 - Chamonix, France
1928 - St. Moritz, Schwitzerland
1932 - Lake Placid, New York / USA
1936 - Garmisch Partenkirchen, Germany
1948 - St. Moritz, Schwitzerland
1952 - Oslo, Norway
1956 - Cortina, Italy
1960 - Squaw Valley, California / USA
1964 - Innsbruck, Austria
1968 - Grenoble, France
1972 - Sapporo, Japan
1976 - Innsbruck, Austria
1980 - Lake Placid, New York / USA
1984 - Sarajevo, Jugoslawia
1988 - Calgary, Ontario /Canada
Winter Games is a Trademark of Epyx, Inc. Sunnyvale, CA. © 1985 Epyx, Inc.
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