SURFCHAMP New Concepts 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 surfboard paddle, which sits on the keyboard of the Spectrum, models exactly a real surfboard while the software accurately models with waves and other conditions. INSTRUCTIONS 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. Sequences & Scoring 1. 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. 2. 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. 3. a) 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. b) 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. 4. 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. 5. 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. 6. Loading instructions 1. Connect the EAR socket on your Spectrum to the EAR socket on your recorder and ensure the MIC lead is disconnected. 2. Place the cassette tape in the recorder and rewind to the beginning. 3. Type LOAD"" 4. Press PLAY on the cassette recorder. 5. Surfchamp will now appear on the screen after several seconds. If loading is unsuccessful rewind the cassette, adjust the VOLUME control on the recorder and try again. 7. 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. 10. Key Press On the beach To move right press CAPS. To move left press 1. To place board in water - Press the nose of the board. Paddling out (HAND FLAT-LAYING) To move right press CAPS. To move left press 1. To move straight press CAPS and 1 alternately. To porpoise - press nose of board. To remount - press nose of board. To catch wave and stand press 2. Riding (HAND RAISED - STANDING) Board Turning: Slow - front side Medium - middle side Sharp - rear side Aerial: To turn board in air press left L right P Hand down on back of board. Press back of board and 9 Hand in water (slows board to stay close to the break). Press back of board and P. Hang 5 - Press 1 or CAPS. Hang 10 - Press 1 and CAPS. Wave baulk. Press back of board to avoid surfer being carried onto beach. 11. 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 X. 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. 8. 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. 9. 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. 13.Place the locator on the G key. GAME DESIGNERS: N McMillan, D. McMillan, C. MacWaters. SURFING ADVISOR: J. Stamp. PROGRAMMING TEAM: P. Fallon, A. Kelly, M. Miller, R. Shariat, K. McEnery. GRAPHIC DESIGNER: D. Rohan.