                                  ============
                                  WINTER GAMES
                                  ============

LOADING INSTRUCTIONS
--------------------
Amstrad Disk
Type RUN"WINTER" and press ENTER. The game will load automatically.

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


MOMENT OF TRUTH
---------------
You're an athlete at the 1988 Winter Games at Calgary, Alberta, Canada. You're
about to move across snow and ice with as much speed, strength, endurance and
grace as you can 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.


OBJECTIVES
----------
WINTER GAMES challenges your competitive skills with a series of athletic
contests for one to eight players (one to four on the Spectrum and Amstrad
versions).

You can compete in seven challenging winter events - Ski Jump, Bobsled, Figure
Skating, Free 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 the 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, the silver for second, and the 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


STARTING PLAY
-------------
Opening Ceremonies (disk version only)
--------------------------------------
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 OLYMPICS. White doves are released over the
stadium, to symbolise peace on earth. Let the games begin! Press the SPACE BAR
to continue.

How to Play
-----------
Once the opening ceremony concludes, a menu screen offers you a choice of seven
options. To make a selection, press the SPACE BAR to run down the menu and then
press ENTER or simply press the number on the keyboard corresponding with your
choice.

Option 1: Compete in All Events
-------------------------------
Compete in all seven events: Ski Jump, Bobsled, Figure Skating, Free Skating,
Hot Dog Aerials, 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 ENTER.
* Repeat entering names for each additional player (up to 4).

Option 2: Compete in Some Events
--------------------------------
Similar to OPTION 1, but you only compete in events of your choice.

* To choose the events you wish to compete in, press the SPACE BAR until one
  of the events you wish to participate in is selected, and then press ENTER.
  Repeat for all the events you wish to compete in. When you have selected all
  the events, press the SPACE BAR to option 8 and press ENTER.

Option 3: Compete in One Event
------------------------------
Similar to OPTION 1, but you only compete in the event you select.

* To choose the event you wish to compete in, press the SPACE BAR until your
  event is highlighted and then press ENTER.

Option 4: Practice One Event
----------------------------
No scores are kept during practice rounds.

* To choose the event you wish to practice, press the SPACE BAR until your
  event is highlighted and then press ENTER.

Option 5: Select Number of Players (x)
--------------------------------------
To select a number of players, press the SPACE BAR to option 5 and press
ENTER. You will be asked how many players you would like. Press a key from 1 to
4. You will be returned to the menu screen, and the number of players will be
shown in brackets next to OPTION 5.

Option 6: Change Game Controls
------------------------------
Select this option if you do not wish to play with the joystick. You will be
prompted to enter the keys you wish to use for LEFT, RIGHT, UP, DOWN and
FIRE.

If more than one player is competing in WINTER GAMES you will be asked to
define a second set of keys. Players 1 and 3 will use the keys selected for
Player 1 and Players 2 and 4 will use the keys selected for Player 2.

Initially the controls are set for joystick. If you should select the keyboard
control and then decide to use a joystick, simply select Option 5 and push the
joystick LEFT, RIGHT, etc. in response to the prompts.

Important:
If there is more than one competitor, it is important to select different
controls for each player since problems will arise if the same controls are
used for the speed skating where players can compete against one another.

Option 7: See World Records
---------------------------
This displays the highest score recorded in all events, with the name of the
player who achieved each world record.

Option 8: See Opening Ceremonies (disk version only)
----------------------------------------------------
Repeats the opening ceremonies.


THE GAMES
---------
Figure Skating
--------------
Figure Skating (short programme) is a one-minute, timed exercise of seven
compulsory 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. 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, centre the joystick and press the FIRE button.
  Important: During a jump, if you do not complete the movement before your
  feet touch the ground, you will land badly and fall.
* To skate backward, centre the joystick and press the FIRE button.

These are the key figure skating movements, in their relative joystick
positions:

                         DOUBLE      CAMEL       DOUBLE
                      LUTZ JUMP       SPIN       AXEL JUMP
                                \      |       /
                                 \     |      /
                                  \    |     /
                       SKATE         SKATE          SKATE
                    BACKWARD ------ BACKWARD ------ FORWARDS
                                  /    |     \
                                 /     |      \
                                /      |       \
                         TRIPLE       SIT        TRIPLE
                      LUTZ JUMP       SPIN       AXEL JUMP

FIGURE SKATING TIPS

A movement will be judged as elegant or awkward depending on when you press the
FIRE button. If you're skating forwards 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 are 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 -
it 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 so dizzy that
you'll fall down.

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 a Camel Spin, Skate backwards
in between movements, or skate forwards before you do an Axel Jump.

Camel into Sit Spin: You can move directly from a Camel Spin to a Sit Spin - a
very elegant combination worth 1.2 points!

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                        6.0

* Total score penalties:
  0.7 point penalty for each fall.
  0.2 point penalty for each awkward movement.

CREDITS: Only the first attempt of 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.

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
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.

Note: If you successfully compete a fourth attempt at a movement, the judges
will not credit your score.

SCORES

                      MOVEMENT     POINTS FOR EACH ATTEMPT
                      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 maximum ceiling)

* Total and maximum score penalties:

                      PENALTY          TOTAL       MAXIMUM
                      Fall             -0.5           -0.2
                      Awkward          -0.2          -0.05

Note: There is no penalty for failing to attempt all seven movements.

Example:
Your total score:      6.9   Maximum:      6.0
   1 Fall             -0.5                -0.2
   2 Awkwards         -0.4                -0.1
                             Your 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 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 count down 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 in rhythm 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 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 to start a jump.
* Push the joystick in one of these six directions to begin a movement:

                          Daffy              Back Scratch
                                \          /
                                 \        /
                                  \      /

                 Back Flip -------- Land -------- Forward Flip

                                  /      \
                                 /        \
                                /          \
                      Mule Kick              Swan

* To do one movement after another, move the joystick 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 centre
  (land) position.
* Hold each movement (except the flips) until you choose a different move.
* Get 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 10 points.

Difficulty is judged by the number of different manoeuvres 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 recieve a score.

                       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.

CREDITS: Only the first attempt of each movement completed within the one
minute is scored.


Ski Jump
--------
Every gust of wind chills your body as you look down from the top of the jump
tower to the runaway 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 tuck position, to accumulate as much speed as
possible. At the take-off, you leap out, push out, 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 take off 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 the joystick LEFT.
* If you're too far back, move the joystick RIGHT.
* If your skis are crossed, move the joystick DOWN.
* If you don't correct your faults in time, your Ski Jumper's wild antics will
  cause wind resistance and you will lose style points.

Ski Jump scores are based on distance and style.

DISTANCE: 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 using the following equation:

                         (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 (= (60 x 3) + 20).


Biathlon
--------
Race over a cross-country track on skies with a .22 calibre 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 terrain, move the joystick faster to increase speed.
* Downhill 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 5-second penalty. The gun must be loaded and the shell ejected
  after each shot. Pull the joystick DOWN to open the gun chamber. Push the
  joystick TOP to load the shell.
* Push the FIRE button to shoot. Repeat for the next shot. The skier's heart
  rate affects 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 career down a track of solid ice - while you crouch in a precision-
built machine of steel and aluminium. You'll fly around hair-raising turns,
then plummet down the bumpy straightways 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
plummeting towards the finish.

Learn the course! An intimate knowledge of the course is important, so you
must learn the best position to take at each corner.

* The winning bobsled's score is based upon the fastest time through the
  tracks.


SCORING
-------
Awards Ceremony
---------------
After every event, the names 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 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 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, 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.


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 skis 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 about 1,000 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
--------
Primative 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 in the 1500s
in Germany, when people rode toboggans over showy hillsides. Sledding became a
real sport when a British and American tourists started racing sleds down
snowbound mountain roads in the European Alps, in the middle of the 19th
century. Bobsled raced developed into the 1880s in Switzerland.
