THE SPECTRUM GAME DATABASE

SUMMER GAMES (Day 1)

PUBLISHER
US Gold

AUTHOR

YEAR
1988

CATEGORY
Sport Simulation

DESCRIPTION
Summer Games offers a variety of sports competitions for 1 to 4
players. It challenges you with eight realistic events in swimming,
track, gymnastics, skeet shooting, pole vault, and diving.

CONTROLS
Redefinable keys (up, down, left, right & fire)

INSTRUCTIONS
		"a la Quick Start"
		-----------------

* POLE VAULT

  o When the status message says, "READY TO JUMP:
      o Press the Fire button to start running toward the bar.
      o Press DOWN to plant your pole in the vault box
        (which appears as a dark notch in the landing pad).
      o Press UP to kick up and flip over the bar.
      o Press the FIRE button to release the pole.

    Timing is critical in this event. You can fail to clear the bar 
    if you:
      o Plant the pole too soon or too late (missing the vault box).
      o Kick up too soon (hitting the bar) or too late (letting the
        pole fall against the bar).
      o Release the pole too soon (losing control) or too late
        (letting the pole fall against bar).


* DIVING

 o Press the FIRE button to take off from the diving board.
 o Use the joystick to control your body position and rotation 
   speed.
   Push the stick:
     o RIGHT for a full-tuck position, and the fastest rotation.
     o BACK for a pike position, and the second-fastest rotation.
     o LEFT for a half-pike position, and slower rotation.
     o FORWARD for a layout position, and the slowest rotation.
 o A dive is considered perfect (for score of 10 points) if the 
   body enters the water vertically and fully extended, either 
   head- or feet-first. Difficulty Rating is based on the number of 
   rotations and different positions achieved in a dive.


* 4 x 400-METER RELAY

  o Move the joystick to the RIGHT to start running.
    o A false start means the countdown begins again. Be careful --
      two false starts disqualify you.
  o Move the joystick to control your runner's speed:
    o "CENTER" for normal running.
    o LEFT for "coasting" (slow down), RIGHT to speed up 
  o Each of your runners has a different amount of stamina. "Learn"
    their individual traits.
  o To pass the baton, press the FIRE button. (if you pass to late, 
    you won't be disqualified, just lose precious secs ;-)


* 100-METER DASH

  o When the race begins, increase your running speed by jiggling 
    the joystick as rapidly as you can, side-to-side or up-down.


* GYMNASTICS

  o Press the FIRE button to start your run.
  o Press the button again to jump onto the springboard.
      o You will get a more powerful vault nearer the edge of the
        board.  
  o Hold the joystick RIGHT or LEFT as you leave the springboard to
    peform a 180 degree axial body twist. This maneuver makes a 
    higher score if you successfully complete your attempt.
  o Press the FIRE button to push off the horse.  The most powerful
    push-off occurs when the body is nearly vertical.
  o In the air, move joystick to control body position and speed:
      o UP for a full-tuck position, at fast rotation.
      o CENTER for a layout position, at medium rotation.
      o DOWN for a landing position, at slow rotation. You must be 
        in this position for a correct landing.
      o good timing is everything.
  o The highest possible score is awarded for a perfect landing 
    (completely upright on your feet) after 180 degree twist, with 
    maximum height from the horse, followed by a triple somersault.


* FREESTYLE RELAY

  o Move the joystick to the RIGHT to jump into water. Don't jump
    too soon - three false starts - disqualify you from the race.
  o Press the FIRE button every time your swimmer's arm enters the
    water.  This gives you a "power stroke," and more speed.
  o When your swimmer reach the far end of the pool, about half way
    through the section marked with red floats, lean the joystick 
    LEFT for a kick-turn (the best head start for your return lap).
  o 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!


* 100-METER FREESTYLE

This race is just like the Freestyle Relay, except that a single
swimmer completes just two lengths of the pool. 


* SKEET SHOOTING

  o Move the joystick to aim your gunsight.
     o Remember, gravity slowly but constantly pulls the sight
       downward, if you follow a target, the gravity effect is
       very minor.
  o Press the FIRE button to release the targets from the trap 
    houses and again to shoot. You get only one shot for a single 
    target and two shots for a double target. 
  o Each round of shooting consists of 32 targets. They appear in a
    standard sequence as you move through eight shooting positions.
    Positions start from the left, move to the right, and finish at 
    the center station. 


SCORES RECEIVED
None

SEQUELS/PREQUELS
Originally this game was released for c64 in 1984 by Epyx. Its 
success launch many follow ups: Summer Games - day2, Winter Games, 
Games - Summer Edition and Games - Winter Edition. Unlike the 
normal line, on Speccy, Winter Games was published in 1986 (in sync 
with c64) 2 years before its "prequel" Summer Games. Paradox ;-)

*********


	For those who like to read "the whole manual" ;-)
			here it comes...

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
honor 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 labor.
Give it your best and GO FOR THE GOLD!


OBJECTIVES

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!


STARTING PLAY

A spectacular opening ceremony welcomes you to the International
SUMMER GAMES.  A runner arrives to light the etraditional 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 your joystick (or keys 6 to 0)
to move the cursor to your choice, then press the Fire button. Or 
type the number key of the option you want.

OPTION 1:  COMPETE IN ALL THE EVENTS
  Players compete in the complete series of events, in this order:
  Pole Vault, Diving, 4x400-Meter Relay, 100-Meter Dash, Gymnastics,
  Freestyle Relay, 100-Meter Freestyle, and Skeet Shooting.
  o Players will first be asked to enter their names and pick their
    countries. When all competitors are finished, press ENTER.
  o Push the joystick to move the cursor to one of the flags, then
    press the Fire button to pick the country. 
  o 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 
    or type: N.
OPTION 2:  COMPETE IN SOME EVENTS
  o Similar to OPTION 1, but you only compete in the events what 
    you pick.
  o Use the joystick to choose the event, then press the Fire 
    button, when selection is over, select DONE .
OPTION 3:  COMPETE IN ONE EVENT
OPTION 4:  PRACTICE ONE EVENT
  o No scoring records are kept during practice rounds.
OPTION 5:  SEE WORLD RECORDS
  o Displays the highest score recorded in all events, with the name
    and country of the player who achieved it.
OPTION 6:  DEFINE CONTROLS
  

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!

  o The display along the bottom of the screen shows the 
    competitor's name, the bar height, and status messages.

  o The bar height is initially set at 4 meters.  A status message 
    will ask, "TRY THIS JUMP?"

  o If you wish to compete at that height, press UP to
    answer "YES."  Or, press DOWN 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 meters. When
    the bar is raised to 5 meters, competition MUST begin before the
    height is increased.

  o After you accept a bar height, status message asks you to 
    "SELECT POLE GRIP."  Use the joystick to select your grip:
      o 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.)

  o When the status message says, "READY TO JUMP:
      o Press the Fire button to start running toward the bar.
      o Pull the joystick BACK to plant yoour pole in the vault box
        (which appears as a dark notch in the landing pad).
      o Push the joystick FORWARD to kick up and flip over the bar.
      o Press the Fire button to release the pole.

    Timing is critical in this event. You can fail to clear the bar 
    if you:
      o Plant the pole too soon or too late (missing the vault box).
      o Kick up too soon (hitting the bar) or too late (letting the
        pole fall against the bar).
      o Release the pole too soon (losing control) or too late 
        (letting the pole fall against bar).

  o You get three attempts to make a successful vault at each 
    height. Three successive failures eliminate you from 
    competition in this event.

  o After each round, the bar height is raised.

  o 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!

  o Press the Fire button to take off from the diving board.
  o Use the joystick to control your body position and rotation 
    speed.
    Push the stick:
      o RIGHT for a full-tuck position, and the fastest rotation.
      o BACK for a pike position, and the second-fastest rotation.
      o LEFT for a half-pike position, and slower rotation.
      o FORWARD for a layout position, and the slowest rotation.
  o After every dive, the Judges' scores appear in boxes across the
    center 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.
  o 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.
  o The total points for each dive are calculated by eliminating the
    high and low Judges' scores and multiplying by the Difficulty
    Rating.
  o 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.
  o Three status displays give you this information:
     o A DESCRIPTION screen names the next dive you are to perform.
     o A DIVE RATING screen indicate the score for your performance.
     o A CURRENT STANDINGS screen shows the total points won by all
       the competitors in this event.
    Press the Fire button to change screens.
  o The winner of this event is the competitor who scores the most
    points for the four dives.


4 x 400-METER 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!

  o Press the Fire button to set your first runner at the starting
    line.
  o When both runners are in place, watch the countdown: "MARK...
    SET..." The starting gun fires.  "...GO!"
  o Move the joystick to the RIGHT to start running.
    o A false start means the countdown begins again. Be careful --
      two false starts disqualify you.
  o Move the joystick to control your runner's speed:
    o CENTER for normal running.
    o LEFT for "coasting."
  o 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.
     o Control your runners' speed to move them as fast as possible
       without becoming exhausted. They lose energy while sprinting
       and regain it while "coasting."
     o 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!)
  o Each of your runners has a different amount of stamina. Learn 
    their individual traits in order to decide how to control their 
    pace.
     o 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.
  o 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.
  o When your fourth runner crosses the finish line, your race time
    will appear in place of your name.
  o The winner of this event is the team with the best time.


100-METER DASH

All-out SPEED is the key to winning this race!

  o The Start procedure is the same as the 4 x 400-Meter Relay.
  o When the race begins, increase your running speed by jiggling 
    the joystick as rapidly as you can, side-to-side or up-down.
  o 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!

  o Press the Fire button to get set.
  o Release the button to start your run.
  o Press the button again to jump onto the springboard.
      o 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.
  o Hold the joystick RIGHT or LEFT as you leave the springboard to
    peform a 180 degree axial body twist. This maneuver increase the
    difficulty of your performance and makes a higher score possible
    (if you successfully complete your attempt).
  o Press the Fire button to push off the horse. The most powerful
    push-off occurs when the body is nearly vertical.
  o In the air, move the joystick to control body position and 
    rotation speed:
      o FORWARD for a full-tuck position, at fast rotation.
      o CENTER for a layout position, at medium rotation.
      o BACK for a landing position, at slow rotation. You must be 
        in this position for a correct landing.
  o The scoring is based on both execution and difficulty, and is
    displayed after your landing.
      o 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.
      o DIFFICULTY is judged by the number of different maneuvers
        performed in mid-air. Scores are lowered by poor landings, 
        poor height off the horse and vaults that involve few 
        maneuvers.
  o The highest possible score is awarded for a perfect landing 
    after a 180 degree twist, with maximum height from the horse, 
    followed by a triple somersault.
  o 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!

  o Press the Fire button to position your first swimmer at the
    starting block.
  o When both swimmers are in place, watch the countdown.
    "MARK...SET...GO!"
  o 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 race.
  o Press the Fire button every time your swimmer's arm enters the
    water.  This gives you a "power stroke," and more speed.
  o When your swimmer reaches the far end of the pool, about half 
    way 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.
  o 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!
  o When your fourth swimmer completes his return lap, the clock
    displays your final time for the race.
  o The winner of this event is the team with the best final time.


100-METER 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!

  o The start, kick-turn and power stroke are controlled the same 
    way as in the Relay event.
  o This race is over when your swimmer completes his return lap.
  o 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!

  o Move the joystick to aim your gunsight.
     o 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.
  o 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.
  o Each round of shooting consists of 25 targets (32 on Speccy). 
    They appear in a standard sequence as you move through eight 
    shooting positions. Positions start from the left, move to the 
    right, and finish at the center station.  Pay attention to the 
    order in which targets are thrown.
  o The winner of this event is the shooter who scores the most 
    hits in a round of 25 targets (32 Speccy).


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
    Siver 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 honored 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.


CONTINUING PLAY

To restart SUMMER GAMES at any time, press RUN STOP and RESTORE at 
the same time.  The program will return to the main menu.

*********

The instructions are taken from "The Project 64" page (yep, that's 
c64 site, sometimes these people can be usefull ;-) 
'Speccy adaptation' is done by Aleksandar Lukic, alexlux@eunet.yu . 

So, "normally" you should read this at the start of manual...
*********

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*********

The Project 64 etext of the ~Summer Games Instruction Manual~,
converted to etext by Russell Reed <rreed@cei.net>.

SUMGAM10.TXT, June 1997, etext #247#

*********
... and then manual starts...
