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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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use the information herein you do so at your own risk.

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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#

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SUMMER GAMES

INSTRUCTION MANUAL
for the Commodore 64 Computer


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

SUMMER GAMES offers a variety of sports competitions for 1 to 8
players.  It challenges you with eight realistic events in swimming,
track, gymnastics, skeet shooting, pole vault, and diving.

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!


GETTING STARTED

1.  Set up your Commodore 64 as shown in the Owner's Manual.
2.  Remove all cartridges from the computer and all disks from the
    drives.
3.  Plug your joystick into Port #2.  If you have two joysticks, plug
    the second into Port #1.
4.  Turn computer and disk drive ON.
5.  Insert the SUMMER GAMES program in the disk drive, label facing UP,
    slotted section pointed towards the back.
6.  Type: LOAD"*",8 and press the RETURN key.
7.  When "Ready" appears, type: RUN and press the RETURN key.


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 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, 4 x 400-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.
  o Type your name on the keyboard and press RETURN to enter.
  o Push the joystick to move the cursor to one of the flags, then
    press the Fire button to pick the country.  (If you just want to
    hear the anthem type: S.)
  o Repeat name and country selection for each player.  When all
    competitors are finished, press RETURN.
  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 ONE EVENT
  o Similar to OPTION 1, but you only compete in the event you pick.
  o Use the joystick to choose the event, then press the Fire button or
    just type the key matching the number of the event (1-8).
OPTION 3:  PRACTICE ONE EVENT
  o Use the joystick to choose the event, then press the Fire button or
    just typpe the key matching the number of the event (1-8).  NO
    SCORING RECORDS ARE KEPT DURING PRACTICE ROUNDS.
OPTION 4:  NUMBER OF JOYSTICKS (1 or 2
  o Select 1 or 2 by pressing the eFire button or type: 4.
  o If you only have one joystick, plug it into Port #2 and select 1.
  o If you have 2 joysticks, plug them both in and select 2.  This will
    let two players compete head to head in the swimming and running
    events.
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:  OPENING CEREMONIES
  o Repeats the opening ceremonies.


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 and country, 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, push the joystick forward to
    answer "YES."  Or, pull the joystick back 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, a status message asks you to "SELECT
    POLE GRIP."  Use the joystick to select your grip:
      o Forward for HIGH  o Left or right for MEDIUM  o 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 indicates 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 bottom
    of the screen to monitor your runner's energy reserves.  When the
    bar is long and white, 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 stpos.
  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, either side-to-side or up and 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 increases 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 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 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 the 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.  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.


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.

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End of the Project 64 etext of the Summer Games Instruction Manual.

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