ESPANA - THE GAMES '92 GETTING STARTED AMIGA 500, 600, 1500, 2000 Insert disk 1 into drive A and turn on the computer, the program will then load automatically. Follow any on screen instructions for further loading. If you have any other disk drives, insertion of disk 2 into any other drive will prevent disk swapping. CONTROLS The game may be controlled by mouse, keyboard or joystick. KEYS Use cursor keys to move the mouse pointer. Use Space bar as the left mouse button. JOYSTICK Use Fire Button 1 as the left mouse button. INTRODUCTORY SCREENS After the credit screens you will be presented with the following: FLAG SCREEN The Games '92" is an international product and may be played in many languages. Move the mouse pointer to select the flag of the country denoting the language of your choice and "click on" the left mouse button. Once a flag is selected the screen will fade and the Country Selection Screen will appear. COUNTRY SELECTION SCREEN This screen allows you to select the country you wish to represent in "The Games '92". Moving the mouse pointer, select the country by clicking on the left mouse button. Once a country has been selected the screen will fade and the Category Selection Screen will appear. CATEGORY SELECTION SCREEN This screen depicts a display of the events that you will be able to select. At the corners of the screen are Icons representing the three major selections. Top left - A High Jumper - Track and Field Top Right - A Diver - Swimming and Diving Bottom left - A weight-lifter - Boxing, Wrestling, Judo and Fencing plus a return to DOS icon at the bottom right. Move the mouse pointer over one of the icons to select the category you desire. Once a category has been selected the screen will fade and an Insert Disk prompt screen will appear. DISK PROMPT SCREEN This screen displays the disk you need to insert in order to continue with your selection. Insert the appropriate disk and re-select the icon. Once selected this screen will fade and the Section Selection Screen will appear. SECTION SELECTION SCREEN This screen depicts the four choices available to you as follows: Top Left quarter depicts the Action Section Top Right quarter depicts the Statistics Section Bottom Left quarter depicts the Reference Section Bottom Right quarter depicts the Management Section In the centre of the screen the Category Selection icon is displayed from the previous selection screen. Moving the Mouse pointer over the section required and clicking on the left mouse button will select the relevant section. THE FOUR MAIN SECTIONS ACTION SECTION You may control an athlete in any of the available events, either practice or in actual competition. ACTION CONTROLS In the action sections the athlete can be controlled by keyboard, joystick or mouse. If you are using a joystick substitute a left joystick movement for a left cursor key, a right joystick movement for a right cursor key and Fire button 1 for space bar. If you are using a mouse substitute a left mouse button for a left cursor key, a right mouse button for a right cursor key and use the space bar as instructed. F1 pause / unpause ESC retire from current event The effect of the key depressions are directly connected to the timing of the athletes movement. To speed up the athlete, press the Lett cursor key when the athlete's left foot is on the ground and press the Right cursor key when the athlete's right foot is on the ground and the Up cursor key to jump. Listed below are the varlous events available. TRACK AND FIELD - 100m, 200m, 400m, 800m and 1500m. All races under 1500m start on blocks. The player has to qualify in two heats before the final. RELAY Relays are run at 4 x 400m and 4 x 800m. Athletes are disqualified if they drop the baton or they do not exchange the baton within a certain distance. In these running events your athlete's pace is dependant on co-ordinating the left and right key presses with appropriate foot-falls. During the relay race the athletes will exchange batons automatically. HURDLES Hurdles are run at 110m and 220m. An athlete is not penalised for knocking over a hurdle. STEEPLECHASE A 400m circuit has 4 steeples set on the track. The event is 800m and 1500m. These steeples are rigid hurdles with a ditch on one side. The technique for jumping over these steeples is different to jumping over the hurdles. Athletes tend to step on the hurdle to clear as much of the ditch as possible. In the two events above, in addition to the pace of the athlete you also control their jump by pressing the space bar. DISCUS To gain momentum, most athletes favour a spinning technique before releasing the discus. SHOT PUTT This event highlights sheer strength and power. Most athletes prefer a technique that involves a crouch followed by a forward lunge. HAMMER THROW The hammer which is similar to a shot on a chain, is launched after the athlete spins within a circle to gain momentum. In the Discus, Shot Putt and Hammer Throw your momentum is gained by co- ordinating left and right key presses with the appropriate tilt of the athlete. When you feel you have sufficient momentum you may execute the throw by pressing the space bar. JAVELIN The javelin is thrown after a short run. The athlete must not cross a marker before or atter the launch. To gain maximum distance the javelin is thrown at 45 degrees to the horizon. YOU must build up your athlete's speed as in the running events and press the space bar to release the javelin as close to the line as possible. LONG JUMP Athletes run to a marker and launch themselves forward feet first to land in soft sand without falling backwards. TRIPLE JUMP Athletes atter a short run, must "hop" then "skip" before the final jump. Measurements are taken from the point of the "hop". This event is for men only. During he run-up to the jump you must build your athlete's speed as in the running events. It you are competing in the Long Jump press the space bar when your athlete is close to the second white line. If you are competing in the Triple Jump you must start your jump at the first white line. HIGH JUMP After a short run, the athlete can use any method to clear the bar. Many athletes favour the "Fosbury flop" which requires the clearance of the bar using a backwards jump. POLE VAULT After a long run athletes aim to engage their compound fibreglass pole into a rut, before launching themselves. using their momentum and the flexing of the pole to clear the high bar. During the run-up you build your athlete's speed as in the running events. When you feel you are close enough to the jump press the space bar. In the High Jump this will commence the jump, whilst in the Pole Vault the pole will start to lower. When you feel your athelete is high enough to clear the bar and the athelete will either 'flop' or release pole. SWIMMING AND DIVING FREE STYLE Races are swum at various distances i.e. 100m, 200m, 400m and 800m. The swimmers dive from blocks and can use any style. The timing of the turn is very important in these races. BREAST STROKE The breast stroke is swum at 100m, 200m and 400m distances. Again the turn can prove vital in the winning of this race. BACK STROKE The back stroke is started with the swimmers in the water with a "push" start from the side. The turn is more difficult in this event as the swimmer must twist and turn underwater. BUTTERFLY The butterfly is swum at 100m, 200m, and 400m distances. The timing of the turn is very important in this race. RELAY There are 4 x 100m and 4 x 200m medley relays with the first leg of the relay being the back stroke. The butterfly, breast stroke and freestyle legs of the relay are swum from a diving start. The subsequent swimmers cannot leave the blocks until the swimmer in the water has touched the side The speed at which the athletes swim is determined by your co-ordination of left and right key presses with the appropriate arm movement. When the athlete reaches the turn you must press the space bar when you feel the athlete is at the wall. DIVING Six judges give ratings to each diver. Points can be lost for hitting the water at an incorrect angle and gained for style and also for the number and timing of the somersaults done during the dive. You may commence your dive by pressing the space bar. Once your diver starts to descend press the space bar to move into the tuck position. Pressing lett and right will cause your diver to rotate. Pressing the space bar will make your diver straighten out ready for entry into the water. BOXING, WRESTLING, JUDO AND FENCING BOXING Six judges give points over 3 rounds. Between 0 and 10 points are awarded and the winner is the boxer with the highest amount of points or with a knock-out. One round is one minute in duration. There are various weights of contestant from light flyweight to super- heavyweight. Light Flyweights being 48kg and super heavyweight being over 91 kg. The boxer is moved left and right with the appropriate keys. If RETURN is pressed whilst the left key is also pressed, he will punch. If RETURN is pressed with the right key he will block. WRESTLING Each bout consists of 2 x 3 minute rounds. As a match progresses contestants score points as a result of successful holds, positions of advantage and near throws. If the six minute mark is reached without a fall, the wrestler with the most points is declared the winner. Each man is then assigned a certain number of penalty points for the match mainly due to passivity or lack of aggresslveness. If a wrestler accumulates six or more bad points he is eliminated from the tournament. JUDO (MENS ONLY) Points are awarded for successful throws. Preliminary matches are 6 minutes, semi finals 8 minutes and finals 10 minutes. The winner will have the most points awarded by a referee and two judges. The more technically difficult the throw, the higher the points awarded. Bantam weight is 60kg which is the lowest and the highest category is heavyweight over 95kg. Move left and right using the left and right cursor keys and press RETURN to gain an advantage over your opponent. Use different combinations of the four cursor keys to select one of eight possible moves. If your opponent has the advantage, press RETURN to break free. In Judo and Wrestling the aim is to force your opponent sufficiently off- balance to allow you to throw him. Pushing the left key will start to push your opponent off balance. If the opponent executes a counter move before you can execute another push, he will regain his balance. If your opponent, pushes you, you must execute a counter move by pushing the right key before he executes another push. This process is repeated until one, opponent completely loses his balance. FENCING (MEN AND WOMEN) There are three events in fencing - sabre, foil and epee. Fencing consists of a series of set moves. The winner is the fencer who scores the most number of hits against his opponent. There are three coloured lights to indicate hits. Green and red lights indicate individual hits and the white light indicates a simultaneous hit when points are divided between the fencers. Pushing the left key will cause your athlete to lunge towards their opponent. If you push the left key again your athlete will follow through with a thrust, or if you push with the right key your athlete will retreat. If your opponent thrusts at you, you may push the left key to perform a parry. If this is successful then pushing the left key will follow through with a riposte; or pushing the right key will allow you to retreat. ACTION SECTION At the top left of the screen is an graphic inset of the Athlete you have chosen, (Kiri Kimboto has been chosen as a default). At the top right of the screen is a status panel displaying Name of Athlete Country of origin Manual or Automatic control of movement Practice, Heat or Final Men's or Women's Event The event itself In the middle of the screen at the top are four icons. Moving the mouse over these icons and clicking on the left mouse button will select the following : Top Left Icon selects practice mode Top Right Icon selects enter competition mode NB Competition Mode may only be selected when the date is correct for that event. See Management Section. Bottom left Icon - The Starting pistol - starts the event Bottom right Icon selects return to last selection screen. At the bottom of the screen is a further row of icons. These icons "roll" left and right when clicking on the minus and plus icons respectively. The icons depict all the events for the disk you are using. The bright icons depict the events that the athlete you have chosen is particularly good at. You cannot select an event that the athlete is not trained for. Once you have decided which event you wish to participate in, move the mouse pointer over the bright icon and press the left mouse button. The event should now be displayed in the top right information box. If this is the first time you have played The Games '92 you will now be in practice mode and manual control. If you select the starting pistol, the event * you have chosen will be loaded and Kiri will appear on the track ready to practice. ACTION DISPLAY PANEL At the top of the action screen there are important features displayed that will help your performance. At the top left there is a graphic inset of your chosen athlete, in the middle, the time or distance that you have achieved. At the far right there is a lightening icon in which the horizontal line depicts the power output of the athlete, i.e. how good you are at synchronising the cursor key depressions with the athlete. The higher the horizontal line the better your synchronization. To the left of this display is a plus/minus icon. This depicts the athlete's stamina, an indication of the athlete's fitness. To the left of this display is your current position super-imposed on the event icon. PRACTICE, HEATS AND THE FINAL Unless you have been into the Management Section you will not be able to compete in any event. The actual events take place on specific dates. identical to the dates of the Olympic games held in Barcelona. Without advancing the date all you can do is practice. But practice makes perfect. Once you have trained the athlete and looked in the diary (See Management Section) you may take part in the Heats (of which there are two) and hopefully win a medal in the Final. STATISTICS SECTION Selecting the Statistics section allows you to browse through achievements of yesteryear. At the top of the text is the event and listed below are the timings or distances achieved by athletes since the Olympics began. The icons shown function as follows:- The far left icon, that of the printer, allows you to print out the "file" you have on screen. The icon to the right is that of leafing backwards in a book, this simply depicts going back a page. The icon in the middle depicts the disk you have selected i.e. Disk one Track and Field, Disk Two Swimming and Diving or Disk Three, Boxing, Fencing, Wrestling and Judo. The icon to the right is that of going forward a page. The icon on the far riaht is that of going back to the last screen selection. REFERENCE SECTION This section operates in a similar way to that of the statistics section. This section contains information about the following:- The Olympic games since they began Information about the Games in Barcelona 1992 Information about the events, the people and the evolution of the modern games. The icons at the bottom of the first screen you see are as follows:- The icon on the far left is a Coliseum icon. Selecting this icon will allow you to view pictures and information about the current Games in Barcelona. The icon on the right is the Olympic torch, selecting this icon will allow you to view information about the generic history of the Olympic Games since they began in 1896. The icon to the right is an icon depicting the disk you have selected, i.e. Track and Field, Disk One, Swimming and Diving, Disk Two and Wrestling, Boxing, Judo and Fencing Disk Three. Selecting this icon will give you specific information about the chosen disk events through history. The icon to the far right is the now familiar return to the last screen. Selecting either the Coliseum, Flames or Disk Icon will change the icons at the bottom of the screen as follows:- The icon at the far left depicts a printer, selecting this icon allows you to print the "file" you are currently looking at. The icon to the right of the above is that of an open book and depicts going back a page. The icon to the right of the above is a minus sign. Some of the "files" contained in this section are more than one screen in size. Selecting either the plus or minus will allow you to browse through the files. The icon to the right of the open book displays the date of the current event. The icon on the far right will take you back to the previous screen. MANAGEMENT SECTION Selecting the management section will allow you to train your selected athlete to the peak of physical fitness. OFFICE SCREEN Your office is fully equipped with all you need to train and manage your athletes to win Gold Medals in the Games. Moving the mouse over to the door on the left and clicking the left mouse button will allow you to return to the previous selection screen. Selecting the middle door will allow you to enter the Medical Room. Selecting the right hand door will allow you to enter the gym. Your desk has some very important features also. There is a diary. Moving the mouse pointer onto the diary and clicking the left hand button will open the diary and allow you to peruse the activities leading up to and including the Games themselves. On the diary page you will see three icons, the top right con depicts next page. The middle icon depicts the previous page and the bottom icon to return to the last screen. Also on your desk is a '92 pad. Selecting this pad shows you the medal winners to date. Other features in the office are also very important. Selecting the top drawer of the filing cabinet allows you to review the gallery of athletes. Double clicking on an athlete will reveal information on the athlete and preferred events. The bottom right icon will return you to the last screen. Clicking on the clock will advance the time by one hour. Clicking on the calendar will advance the day by one day. MEDICAL ROOM Once you are in the medical room, you will be able to assess the fitness of the athlete you have chosen. By moving the mouse on to the Doctor anc clicking the lett hand mouse button. the doctor will advise on the fitness of the athlete and recommend a work-out and practice regime. Moving the mouse pointer onto the Cardiovascular, E. C.G. machine and clicking the left hand mouse button, will reveal the stamina level of the athlete. The door on the lett hand side on the screen is the exit back to your office. Move the mouse pointer over the door and click on the left button to exit. THE GYM Once you are in the gym, you are able to set a work-out schedule. Click on the body of the athlete and watch the exercise. The initial click will set the athlete to work-out everyday for one hour. Subsequent clicks will advance bl the time in the gym by one hour. Once this is set, it is assumed that the athlete will train at this level every day until the Games commence. The door on the left hand side on the screen is the exit back to your office. Move the mouse pointer over the door and click on the left button to exit. FUN CLICK-ONS You may find areas of the Office, Gym and Medical room that react to the mouse pointer and selection. Try and see what you can find! HINTS AND TIPS 1. Don't panic. 2. If you are lost somewhere in the hierarchy just select the last screen/page icon found mainly at the bottom right of the screen to return from whence 3. You may only compete in the Heats and Finals on the specific date of that Heat or Final. Consult your diary and calendar. 4. In the swimming events as the athletes approach the turn they will go under water. You have to judge when they are in the right position to execute the turn - practise will help you achieve this. 5. While your boxer is executing a punch if you release the space bar he will return to the normal stance. Use this to create feints and confuse your opponent. THE GAMES '92 THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE INSTRUCTIONS FOR LOADING CAREFULLY. This game has been tested and checked for viruses. Please do not use any form of disc utility with any Ocean product as it may corrupt the data and render the disc unusable NOTE: PLEASE CHECK THE READ.ME FILE FOR ANY LAST MINUTE ADDITIONS OR CHANGES. End..................