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                                  SUMMER GAMES
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INTRODUCTION
------------
Experience 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 honour 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 labour.
Give it your best and GO FOR THE GOLD!


OBJECTIVES
----------
SUMMER GAMES offers a variety of sports events for 1 to 8 players. Take up the
challenge of eight events in swimming, athletics, gymnastics, skeet shooting,
pole vaulting 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!


LOADING INSTRUCTIONS
--------------------
AMSTRAD CPC DISK
Type RUN"SUMMER" and press RETURN/ENTER. The game will load automatically.

Important:
Please read this instruction sheet carefully before commencing game play.


STARTING PLAY
-------------
A spectacular opening ceremony welcomes you to the International SUMMER GAMES.
A runner arrives to light the traditional flame and white "peace doves" are
released over the stadium.

After the opening ceremony, a menu screen offers you a choice of six options.
To make your selection, use the joystick to move the cursor to your choice,
then press the FIRE button.

OPTION 1: COMPETE IN ALL THE EVENTS
-----------------------------------
Players compete in the complete series of events, in this order: Pole Vault,
Diving, 4  400-Metre Relay, 100-Metre Dash, Gymnastics, Freestyle Relay,
100-Metre Freestyle, and Skeet Shooting.

* Players will first be asked to enter their names and pick their countries.
* Enter your name using the keyboard and press RETURN/ENTER to confirm.
* Use the joystick to scroll through the list of flags, then press the FIRE
  button to select this country. The national anthem of that country will then
  be played.
* Repeat the above procedure for each player. When all competitors are
  finished, press RETURN/ENTER.
* 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.

OPTION 2: COMPETE IN SOME EVENTS
--------------------------------
* Similar to OPTION 1, but you only compete in the events that you pick.
* Use the joystick and FIRE button to select the events that you want to
  compete in. Pressing the FIRE button at an event that is already selected
  will deselect it.
* When selection is over, select DONE.

OPTION 3: COMPETE IN ONE EVENT
------------------------------
* Similar to OPTION 1, but you only compete in the event you select.
* Use the joystick and FIRE button to select the event that you want to compete
  in.

OPTION 4: PRACTICE ONE EVENT
----------------------------
* Use the joystick and FIRE button to select the event that you want to compete
  in.
* NO SCORES ARE KEPT DURING PRACTICE ROUNDS.

OPTION 5: SEE WORLD RECORDS
---------------------------
* Displays the highest score recorded in all events, with the name and country
  of the player who achieved it.

OPTION 6: DEFINE CONTROLS
-------------------------
* Use this to change one or both sets of controls. To use a joystick, move it
  in the appropriate direction when the program asks for a key. For example,
  if the program asks "Press the key for UP", push the joystick UP, etc.

OPTION 7: OPENING CEREMONIES
----------------------------
* Repeats the opening ceremonies.


THE GAMES
---------
POLE 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, the
  bar height, and status messages.
* The bar height is initially set at 4 metres. 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 it 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 metres. When the bar is
raised to 5 metres, 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 towards the bar.
* Pull the joystick BACK to plant your 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 the 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 joystick:

* 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 centre 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  400-METRE 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:
* CENTRE for normal running.
* LEFT for 'coasting.'

* Pacing is crucial in this event, so watch the gauge at the top of the screen
  to monitor your runner's energy reserves. When the bar is long, 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-METRE DASH
--------------
* All-out speed is the key to winning this race!
* The start procedure is the same as the 4  400-Metre Relay.
* When the race begins, increase your running speed by jiggling the joystick as
  rapidly as you can, side-to-side or up-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 perform a
  180 axial body twist. This manoeuvre 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.
* CENTRE 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 manoeuvres performed in
  mid-air. Scores are lowered by poor landings, poor height off the horse and
  vaults that involve few manoeuvres.
* The highest possible score is awarded for a perfect landing after a 180
  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 halfway 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-METRE 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 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 32 targets. They appear in a standard
  sequence as you move through 8 shooting positions. Positions start from the
  left, move to the right, and finish at the centre station. Pay attention to
  the order in which targets are thrown.
* The winner of this event is the shooter who scores the most hits in a round
  of 32 targets.


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 SUMMER GAMES events, a Grand Champion is selected
based on the number of medals awared.

Gold Medal       5 points
Silver 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 honoured as Grand Champion. This occurs after the
Awards Ceremony for the final event.

WORLD RECORDS
-------------
The 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.


(C) 1984 Epyx Inc. Epyx is a registered trademark of Epyx Inc. SUMMER GAMES is
a registered trademark of Epyx Inc.
