NOTICE TEXTE n° 1 (23.38 Ko)
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.
“Excusez-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 bull in the Wild West.
The brand new challenge of eight international events. The glamour of visiting
exotic locales. World-class competition reaches new heights of drama, colour
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 line-up of eight realistic and colourful
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
Keyboard controls are set up as:
CONTROLS
SPECTRUM/AMSTRAD AMSTRAD ADDITIONAL INFORMATION
Q ‒ UP Joystick Compatible.
O ‒ LEFT All keys are redefinable by user.
A ‒ DOWN
P ‒ RIGHT
SPACE ‒ FIRE
Starting Play
When WORLD GAMES has loaded you will be presented with a menu screen. The WORLD
GAMES menu offers a choice of six options for practicing and competing in the
events. To make a selection, use UP and DOWN to move to one of the options and
press the FIRE key.
OPTION 1: Play All Events
Play all events: Weight Lifting, Barrel Jumping, Cliff Diving, Slalom Skiing,
Log Rolling, Caber Toss, Sumo Wrestling. The computer tallies the number of
medals awarded to each player as you compete.
• To enter your name, type your name on the keyboard and press RETURN.
• Repeat the name selection for each additionsl player (up to four). When all
players names are entered press RETURN.
• A verification screen appears. If all names are correct, select YES with the
up and down keys then press FIRE. If you need to make changes select NO.
OPTION 2: Play Some Events
• Similar to OPTION 1, but you compete only in the events you select. Select
the event(s) by moving UP and DOWN and pressing FIRE.
• 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 FIRE.
OPTION 3: Play One Event
• Similar to options 1 and 2, but you compete only in the event you select. Use
UP and DOWN to choose the event, then press FIRE.
OPTION 4: Practice One Event
• Use UP and DOWN to choose the event, then press FIRE.
NOTE: Scoring is not kept during practice rounds.
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 pounds 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 or press
FIRE to continue.
• In competition, you must complete the “snatch” before competing in the “clean
and jerk”.
• To select the weight, move LEFT or RIGHT. Press FIRE to continue.
• If no lifter wants to increase the weight after a successful round of lifts,
the judges raise the weight 5kg.
• Press FIRE 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, press DOWN.
• To begin lifting the bar, press UP.
• During the lift, press DOWN to drop underneath the bar and “snatch” it over
your head.
• To stand up from the squatting position, press UP.
• When two or more judges’ lights in front of the platform turn WHITE, press
DOWN 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, press DOWN.
• To begin lifting the bar, press UP.
• During the lift, press DOWN to “clean” the bar and drop into a squat with the
bar resting on your chest.
• To stand up from the squatting position, press UP.
• To “jerk” the bar above your head, press DOWN again.
• To straighten your legs and complete the lift, press UP one more time.
• When two or more judges’ lights in front of the platform turn WHITE, press
DOWN 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 above 40 mph, 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 press LEFT or RIGHT. Press
FIRE to continue.
• Your skater appears on the ice ready to start. Press FIRE to begin skating.
• To move the skater’s legs, move LEFT and RIGHT, alternating in rhythm with
the movement of his legs.
• To skate faster, maintain your movements in rhythm with his legs.
• To jump, press FIRE. The black flag indicates a good take-off point for most
jumps.
• To prepare for landing, press DOWN.
• 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, press DOWN. Press FIRE to prepare for the
dive.
• Your diver will appear on the ledge you selected. Press FIRE to start the
dive.
• To arch your back during the dive, press UP.
• Before you enter the water, press DOWN to straighten out and complete the
swan dive.
• To avoid hitting the bottom surface under the water, move 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 ledge 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
LEFT, RIGHT, UP or DOWN 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 FIRE.
• Control your skier’s turns by moving LEFT or RIGHT to turn in that direction.
• Press and hold FIRE 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 colour ‒ you must pass between each pair of 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 it 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 FIRE. The next player does the
same. This begins the event.
• To move the lumberjack’s legs, move LEFT and 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 FIRE 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 UP or DOWN. The bulls are named
(from easiest to hardest) Ferdinand, Elmer, Bob, Tornado, and Earthquake.
• Press FIRE to start the event.
• To respond to the bull’s movements, move the joystick as follows:
BUCK: If the bull is bucking, move LEFT or RIGHT, in the direction that the
bull is moving.
SPIN: Press DOWN to stay on the bull when it is spinning around.
HALT: Move LEFT or RIGHT in the opposite direction that the bull is moving.
(ie. If the bull faces left move 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:
UP: 360° spin. The bull makes a full circle.
UP WITH FIRE PRESSED: 540° spin. The bull spins through a circle and a half.
RELEASE KEYS: 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 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 FIRE.
• As the caber pivots in your hands, release FIRE 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 FIRE to begin the event and go into the crouch.
• Control your wrestler by repeatedly moving the joystick as indicated for the
following wrestling moves:
FOREARM
⌃
│
BACKWARD │ FORWARD
PUSH <──── ● ────> PUSH
╱ │ ╲
╱ │ ╲
BACKWARD ⌄ FORWARD
SLAP SLAP
(LEFT+DOWN) SLAP (RIGHT+DOWN)
• Press and hold FIRE 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.
UTCHARI
⌃
│
BACKWARD │ FORWARD
PULL <──── ● ────> GRAB
╱ │ ╲
╱ │ ╲
TRIP LEFT ⌄ TRIP RIGHT
(FIRE+LEFT+DOWN) (FIRE+RIGHT+DOWN)
SNATCH
• The computer maintains stamina and balance factors for each wrestler.
• Release FIRE 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 FIRE 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.
Champion Ceremony
If the players compete in 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 totalled after all events have been completed, and the player
with the most points is honoured 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.
WORLD
GAMES™
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SPECTRUM 48k/128k
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AMSTRAD
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U.S. GOLD EPYX
All American Software COMPUTER SOFTWARE
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Game Program designed by Randy Glover, Stephen Landrum, John Leupp, Brian
McGhie, Stephen Mudry, Erin Murphy and Scott Nelson.
Manufactured in the U.K. under licence from Epyx Inc. by U.S. Gold Limited,
Unit 10, The Parkway Industrial Centre, Heneage Street, Birmingham B7 4LY.
©1984 Epyx Inc. Epyx is a registered trademark of Epyx Inc. World Games is a
registered trademark of Epyx Inc.
Copyright subsists on this program. All rights of the producer reserved.
Unauthorised broadcasting, diffusion, public performance, copying or
re-recording, hiring, leasing, renting and selling under any exchange or
repurchase scheme in any manner is prohibited.