Surf Champ
Copyright/Publisher: New Concepts, Programmed By: H. Wilkinson & N. McAndrew,
Release Year: 1986, Genre: Water Sports, Number Of Players: 1

INTRODUCTION
This game now makes available to everyone the sheer exhilaration of this minority sport. This full feature game includes a range of new and unique features not seen before in computer simulations.

The surfer's physical characteristics, his board selection, the weather, the tide conditions and other factors all make the game different everytime the surfers take their boards down to the beach. The surfers build up their skill and knowledge and it is this which will ultimately determine who will become the Surfchamp.

A unique Hall of Fame and a multitude of other small but meaningful nuances make this game really stand out from all other sports simulations. There is a fully illustrated information mode for beginners on a separate loading.

This simulation enhances the various difficulties incorporated in small wave surfing and the characteristics of the famous Fistral beach. Soon new beaches will become available to surfers who wish to follow the surfing trail all the way to the massive Pacific rollers in Hawaii.

Menu Section
i) Personal Details
The player is asked to give personal details. It is important that these are accurately given if a world record or national record is to be awarded since these details must be recorded along with the record breaking score. These details also determine the performance of the board and it is necessary for the surfer to choose the correct board br their own height and weight.

Strategy - Selection of Surf Gear
Beginners would be well advised to select a pop- out and as regards board length should choose a board a foot longer than their height. Advanced surfers should choose a more advanced board to make all the manoeuvres possible and a board 2-6 inches longer than the height they put in. Wetsuits suitable for the sea and air temperature should be chosen. For more info on this see the information mode.

Boards Selection
1) Pop out - for beginners.
2) Single fin custom/more manoeuverable.
3) Twin fin/slides more than single fin.
4) Two and a half fins/more subtle.
5) Three fin thruster - big wave.

Gear
1) Pod - suit with no legs and arms.
2) Summer Suit.
3) Winter Suit.
4) No Suit - for really hot conditions.
5) Leash to tie the board to surfer.

After selection press Fire.

Paddle Out and Wave Catch
The surfer can enter the water from the beach at any point. Once in the water the surfer must paddle. Oncoming waves will knock the surfer off the board if he does not porpoise or if he porpoises at the wrong angle to the wave.

Once off the board the surfer is carried back a short distance. If the surfer does not remount before the next wave hits then the surfer will be carried back with the wave all the way to the beach unless action is taken to get off the wave.

The surfer can get out more easily by avoiding as far as possible the broken waves as it is not in this case necessary to porpoise.

The surfer must turn to catch the wave and this can only be achieved at a point where the wave has broken. There is a sweet spot at the break point where the surfer will get an extra push. The surfer can belly board in and turn left or right on the wave, but if the stand key is pressed when the wave is caught then the surfer will transfer to the perspective view after take-off.

The surfer will lose energy during paddle out and should seriously take into account this aspect of the game.

Practice Mode
In this mode the surfer does not lose any energy and can practice any manoeuvre. At the end of the ride the wave will be scored. There are ten speeds in this mode.

Competition Mode and Scoring
The surfer's score is displayed along with the energy units they have left.

If the surfer gets tired then his or her performance will deteriorate.

The score will be based on ten rides and the competition rules will apply. The competition rules are displayed after the selection of surf gear.

Remember prizes are available for record scores.

Hall of Fame
Recorded in the Halt of Fame is the score and name of the current world champion player. Scores of a number of surfers can be kept in this Hall of Fame and these are scored in a League Table order.

Information Mode
This section can be loaded in after the game and describes wave types, equipment, explains surfing slang and lists and describes how the manoeuvres are done. Some of the information in this section is relevant to the game itself.

Paddle Out
On paddling out the rip should be used to the player's advantage, For the extra push needed for more advanced manoeuvres the waves should be caught at the sweet spot. The soup should be avoided, as it is only possible to bellyboard in it.

Competition Mode
Energy loss should be prevented as far as possible as it is only possible to surf as long as the given amount of energy lasts. Remember that energy is being used all the time and wipe outs make up a large part of this energy loss so be ready to bomb out to avoid wipe outs and therefore the loss of energy.

Scoring Manoeuvres Approximate
Take-off - 40
Riding the Soup - 10
Riding - 10-100
Bottom Turn 120
Radical Manoeuvres - 100 - 200
360 - 240
Aerial - 100
Blasting - 120
Off the lip - 120
Aerial Cutback - 480
Re-entry - 50
Re-entry & riding - 100
Hang Five * - 40
Hang Ten * - 60
Hand Down * - 40

* Time dependent score every keyboard read.

World Record Holder
First Printing JED STONE, 23,700 points. Winnerof Inaugural World Championships held at Eurosurf '85 Championships, Rossnowlagh 1 October 1985 Jed is presently the English Senior Surf Champion.