When the WORLD GAMES title screen appears, press the FIRE BUTTON on
your joystick to load the menu screen. The WORLD GAMES menu offers a
choice of seven options for practicing and competing in the events.
To make a selection, use your joystick to move the cursor to one of
the options and press the FIRE BUTTON. You may also select an option
by typing the corresponding numbered key.
OPTION 1: Compete in All the Events
- To enter your name, type your name on the keyboard and press
RETURN. (Or press RETURN to return to the menu without entering
name.)
- To choose your country, use the joystick to move the cursor to
the flag of your choice, then press the FIRE BUTTON to make the
selection. (On the C64/128 you can type S to listen to each
anthem.)
- Repeat the 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.
If you need to make any changes, select NO with the joystick.
(On the C64/128 you can also type Y or N to select.)
OPTION 2: Compete in Some Events
Similar to OPTION 1, but you compete only in the events you select.
- Use the joystick to choose the event, then press the FIRE BUTTON.
(On the C64/128 you can also type the event number.)
- 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 the FIRE BUTTON.
OPTION 3: Compete in One Event
Similar to Options 1 and 2 but you compete in any single event of your
choice.
- Use the joystick to choose the event, then press the FIRE BUTTON.
(On the C64/128 you can also type the event number.)
OPTION 4: Practice One Event
- Use the joystick to choose the event, then press the FIRE BUTTON.
(On the C64/128 you can also type the event number.)
NOTE: No scoring records are kept during practice rounds.
OPTION 5: Number of Joysticks
- Select 1 or 2 by pressing the FIRE BUTTON. (On the C64/128 you
can also type the number.)
OPTION 6: See World Records
Displays 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 7: Include Travelogue
Displays the location and description of each event before you compete.
- Press the FIRE BUTTON to select NO if you don't want to see the
descriptions. Select YES if you would like to read them before
each event.
THE GAMESWeightlifting
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 points 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
FORWARD or BACK. Press the FIRE BUTTON to continue.
- In competition, you must complete the "snatch" before competing in
the "clean and jerk".
- To select the weight, move the joystick LEFT or RIGHT. Press the
FIRE BUTTON to continue.
- If no lifter wants to increase the weight after a successful round
of lifts, the judges raise the weight 5 kg.
- Press the FIRE BUTTON 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, pull the joystick BACK.
- To begin lifting the bar, push the joystick FORWARD.
- During the lift, pull the joystick BACK to drop underneath the bar
and "snatch" it over your head.
- To stand up from the squatting position, push the joystick FORWARD.
- When two or more judges' lights in front of the platform turn
WHITE, pull the joystick BACK 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, pull the joystick BACK.
- To begin lifting the bar, push the joystick FORWARD.
- During the lift, pull the joystick BACK to "clean" the bar and
drop into a squat with the bar resting on your chest.
- To stand up from the squatting position, push the joystick FORWARD.
- To "jerk" the bar above your head, pull the joystick BACK again.
- To straighten your legs and complete the lift, push the joystick
FORWARD one more time.
- When two or more judges' lights in front of the platform turn
WHITE, pull the joystick BACK 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
about 40 m.p.h., 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 hold the joystick
LEFT or RIGHT. Press the FIRE BUTTON to continue.
- Your skater appears on the ice ready to start. Press the FIRE
BUTTON to begin skating.
- To move the skater's legs, move the joystick LEFT and RIGHT,
alternating in rhythm with the movement of his legs.
- To skate faster, maintain your joystick movements in rhythm with
his legs.
- To jump, press the FIRE BUTTON. The flag indicator on the ice
shows a good take-off point for most jumps.
- To prepare for landing, pull the joystick BACK.
- 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, push the joystick FORWARD or
pull BACK. Press the FIRE BUTTON to prepare for the dive.
- Your diver will appear on the ledge you selected. Press the FIRE
BUTTON to start the dive.
- To arch your back during the dive, push the joystick FORWARD.
- Before you enter the water, pull the joystick BACK to straighten
out and complete the swan dive.
- To avoid hitting the bottom surface under the water, move the
joystick 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 ledges 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 holding the joystick LEFT, RIGHT, FORWARD,
or BACK 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 the FIRE BUTTON.
- Control your skier's turns by moving the joystick LEFT or RIGHT
to turn in that direction.
- Press and hold the FIRE BUTTON 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 color, you must pass between each pair of flags.
- The gates alternate colors, so you must ski between blue flags,
then red 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 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 the joystick
FIRE BUTTON. The next player does the same. This begins the
event.
- To move the lumberjack's legs, move the joystick continuously
LEFT or 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 the FIRE BUTTON 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 the joystick FORWARD
or BACK. The bulls are named (from easiest to hardest) Ferdinand,
Elmer, Bob, Tornado, and Earthquake.
- Press the FIRE BUTTON to start the event.
- To respond to the bull's movements, hold the joystick as follows:
1) BUCK: If the bull is bucking, hold the joystick LEFT or
RIGHT, in the direction that the bull is moving.
2) SPIN: Pull the joystick BACK to stay on the bull when it
is spinning around.
3) HALT: Hold the joystick LEFT or RIGHT in the opposite
direction that the bull is moving (ie. If the bull
faces left move the joystick 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:
- FORWARD: 360 degree spin. The bull makes a full circle.
- FORWARD WITH FIRE BUTTON PRESSED: 540 degree spin. The bull spins
through a circle and a half.
- CENTER JOYSTICK: 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 the joystick 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 the FIRE
BUTTON.
- As the caber pivots in your hands, release the FIRE BUTTON 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 the FIRE BUTTON to begin the event and go into the crouch.
- Control your wrestler by repeatedly moving the joystick as
indicated for the following wrestling moves.
- Press and hold the FIRE BUTTON 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.
- The computer maintains stamina and balance factors for each
wrestler.
- Release the FIRE BUTTON 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 the FIRE BUTTON 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, and his or her country's
national anthem is played.
** 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.
First Place = 5 points
Second Place = 3 points
Third Place = 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, 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.