*********

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
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

The Project 64 etext of the ~Sports World '88 manual (Tag Team
Wrestling, 4th & Inches, Snooker & Pool, Go for the Gold, Hardball,
Water Polo, 10th Frame, and Leader Board)~, converted to etext by
Martin Brunner <martinb@finwds01.tu-graz.ac.at>.

SW8840.TXT, May 1998, etext #353#. This replaces SW8830.TXT with the
addition of "10th Frame" and "Leader Board".

*********

********************
* Sports World '88 *
********************

LOADING INSTRUCTIONS
====================

CBM 64/128 Cassette
Press  SHIFT and RUN/STOP keys simultaneously. Press PLAY on your
cassette Recorder.

CBM 64/128 Disk
Type LOAD"*",8,1 and press RETURN. Refer to Disk Labels fpr running
order.

Cassette users note that each game is loaded individually. So, for
example, if you wish to load the second game off side one of the
tapes, stop the cassette player once the first game has loaded. Turn
off the computer then on again and repeat the loading procedure. You
may find it worthwile to make a note of the counter references on the
casette player.


***********************************************************************
*                         *
* TAG TEAM WRESTLING (tm) *
*                         *
***************************

OBJECTIVE:
==========
You are challenged to match the awesome skills of your opponents... to
gain the Title in the World Super Championships. Teamwork and stamnia
are the keys, as you and your partner battle your way through the Title
Matches on your quest for the Belt. Attack opponents with Body Slams,
Drop Kicks, Backbreakers, Flying Head Butts or throw them out of the
ring! To win, it's a pin for a count of three. Prepare yourself for Tag
Team Wrestling!


GAME OPTIONS:
=============
Function keys F1 - One/two players
F2 - Start/Quit. During game play, pressing F3 will stop game and
return to title screen.
F5 - Sound on/off
RUN/STOP - Pause


GAME PLAY:
==========
Win 3 matches to be American Champion, 5 matches European Champion and
25 matches for Super Champion.

When a match is lost while progressing in rank, the next match begins
one rank lower.


PINNING:
========
When a move is properly executed and the opponent goes down on the mat,
win by pinning him down for a count of three.


DEFENSIVE TACTICS:
==================
Watch your Energy Meter and if your energy is getting too low, run to
the corner and tag your partner using the FIRE BUTTON. If caught in an
impossible hold, press FIRE BUTTON to have your partner's help. Outside
of the ring, weapons may appear that can be picked up to use against
your opponent. You'll be disqualified if counted out of the ring for
more than 20 seconds. Win with a pin or when the opponent gives up.


PLAYER ONE:
===========
Ricky's fighters (Good Guys)             [Ricky and Ultramachine]
Perform wonders when working in pairs but weak when they work alone.


PLAYER TWO:
===========
Strong and Bad (Bad Guys)                [Worly and Mascross]
Great teamworkers who do better as the match goes on.


THE CONTROLS:
=============
Players move around the ring by pushing the joystick in the desired
direction. They attack by moving close to the other player, hitting the
FIRE BUTTON, moving the stick to select an attack and releasing the
button when they are done. The attack name is displayed on the screen
as it is being selected. Each player has his own Secret Move that is
most effective against a particular opponent. In the event that the
Secret Move is not usable, a Body Slam is made by moving the joystick
to the upper left position.

                        Body Bash

          Secret Move or Body Slam   Drop Kick

   Neck Hanging                             Body Slam

          Back Breaker               Back Drop
                        Body Bash

(c) 1987 Data East U.S.A. Inc.


***********************************************************************
*                   *
* 4TH & INCHES (tm) *
*                   *
*********************

PRE-PAGE CEREMONIES
===================
This is pro - football the way it's really played. Except you're the
coach and you select the plays ... offence and/or defence. And you're
the centre of attention on the field as well ... the quarterback, the
ball carrier, the receiver, the middle linebacker or the defensive
back. You call the play and execute it so the glory of winningand the
agony of defeat are yours to claim.


THE TOSS OF THE COIN
====================
1. Either joystick may be used for one-player games (vs. computer). For
   two-player games port 1 controls the visitor (blue) team and port 2
   controls the home (red) team.
2. Turn on your Commodore 64/64C (C128 in C64 mode) and 1541/1541C/1571
   disk drive. Insert disk in drive label side up.
3. Type: LOAD"*",8,1 and press RETURN.
4. Leave the disk in the disk drivethroughout the playing of the game.


TO RESTART GAME
===============
To restart the game, press RESTORE.

CBM64/128 Casette:
Press SHIFT and RUN/STOP keys together. Press PLAY on the casette
recorder. Keep PLAY key depressed during game.


SELECT GAMES OPTIONS
====================

Once the game is loaded you may use either joystick to cycle through
and select game options. To select the length of time for each quarter,
move the joystick to highlight the Minutes per Quarter option and press
the FIRE BUTTON to cycle through the choices - 5, 10 or 15 minutes. To
select one of the playing configurations, move the joystick to
highlight the ALL PROS vs CHAMPS option and press the FIRO BUTTON to
cycle through the alternatives:

two player: ALL PROS vs. CHAMPS
one player: (computer) ALL PROS vs. CHAMPS
            ALL PROS vs. CHAMPS (computer)

Once you have made these selections, press the SPACE BAR to start the
game.


THE KICKOFF (and playing the same)
==================================

The play screen is divided into four sections: the field itself, the
offensive play selection box, the defensive play selection box and
the time/yards to go/score box.

The line of scrimmage is displayed in the centre of the field of vision
with about ten yards shown in either direction. An arrow at the bottom
of the field marks the 1st down yard line.

Offensive and defensive selection boxes are seperated by a series of
arrows which correspond to the joystick positions. Selections are made
by moving the joystick to the indicated position and then pressing the
FIRE BUTTON. In one player mode your selection will be highlighted. In
two player mode they will not be ... this way your opponent will not
know what selections you made.

For most plays the play selection boxes will be used to select the team
formation, the play to be run and a position - in three successive
actions. For kickoffs and PAT (point after touchdown or extra point)
plays only one action will be required. Please refer to The Plays and
Playbook sections for a list of the possible selections and a
description of the positions and plays.

Once both the office and the defence have made their formation
selection, the players will move to the line of scrimmage. After the
play and positions have been selected the play will begin
automatically. After a few moments a player on each side will begin
to blink. These are the players you now control. If you have selected a
play pass, the quarterback will pass when you press the FIRE BUTTON.
For kicking plays, the kick will occur when you press the FIRE BUTTON.
After the pass occurs, the display will zoom to the reciever. The
reciever will blink and if he catches it, you will be able to control
his running.

As defence, you also control the blinking player. After a zoom occurs
to another display you may be in control automatically of another
defensive player.

To control the punter, simply press the FIRE BUTTON. After  the punter
receives the ball and begins to blink.

For field goals and extra points, as the kicker approaches the holder
you control the action. Press the FIRE BUTTON when you want to kick
the ball. .Timing is critical.

In kickoffs, you control the kicker as he approaches the ball. Again,
press the FIRE BUTTON when you want to kick. Timing is everything and
practice makes perfect.


TIMEOUTS, PENALTIES AND REFEREES
================================

To call a time out:
1. Go to the Coaches' Screen (press the SPACE BAR)
2. Move the joystick up until TIME OUT line is highlighted.
3. Press the FIRE BUTTON.

Penalties:
1. Since there are no referees, there are no penalties except:
2. We don't want there to be any unfair advantages. So, if you're in
one-player mode, unless you've called a time-out, you can only go to
the Coaches' Screen once per quarter after the formations have been
selected. If you do it more than once you will be penalised by 5 yards.
Remember only 3 time-outs per half and before the formation is called
you may go to the Coaches' Screen as often as you like.


THE COACHES' SCREEN
===================

At any time during the game you can go to the Coaches' Screen by
pressing the SPACE BAR (see the section on PENALTIES for a possible
penalty situation). This screen is used to see the scoreboard, call
time-outs, substitute players and check player statistics. For each
position there is a first and second string player. At the beginning of
each game the computer will select the first string players at each
position. You may select the other player by moving the joystick up or
down until the player's name is highlighted and then pressing he FIRE
BUTTON. For certain selected plays (double tight end plays for example)
both first and second string players will automatically be substituted
into the line-up. Special teams will normally be all second stringers.
However, the kickoff and punt returner will always be your first string
wingback. The statistics for each highlighted player will be shown at
the bottom of the screen. Along with the player's height, weight and
number of years playing, there will be a qualitative assesssment of his
speed and strength. The choices that are available are: SPEED! FAST,
QUICK, STEADY, SOLID, STRONG, TOUGH, BIG!

SPEED! is used for the fastes players and BIG! for the slowest and
strongest. In general, the slower the player is, the bigger and
stronger he will be.

To return to the play field, press the SPACE BAR. When this occurs the
play selection process will start.


THE PLAYS
=========

TEAM FORMATION: From the following list of formations, five will be
displayed and one may be selected for each play.

Offence:
Field Goal (also used for extra point)
Punt                          Short Yardage
Double Tight End              Pro Set
Strongside Back               Weakside Back
Double Wing                   Spread
Shotgun w/Back                Shotgun w/o Back

Defence: 3-4 (effective against run)
         4-3 (effective against pass)
         Flex (somewhat effective against run or pass)
         Nickel (very effective against pass)
         Short (Yardage) (very effective ageinst run)

Offensive selections will always be made at the bottom of the Field
Screen in the larger of the two boxes. Defensive selections will be
made in the smaller of the two. The background color of these boxes
will tell you which team is on the offence and defence.

PLAY SELECTION: From the following list of plays five will be displayed
and one may be selected for each play.

Offence:
RUNNING PLAYS
Power, Rt Run                    Power, Lf Run
Sweep, Rt Run                    Sweep, Lf Run
Draw, Run                        Pitch Out, Rt Run
Pitch Out, Lf Run                Offtackle, Rt Run
Offtackle, Lf Run                QB Sneak

KICKING PLAYS
Kickoff                          Onside Kick
Kick (for field goals or punts)  Sideline Kick

PASSING PLAYS
Screen, Pass                     Quick In, Pass
Quick Out, Pass                  Short Hook, Pass
Short Curl, Pass                 Turn-around, Pass
In, Medium Pass                  Out, Medium Pass
Hook, Medium Pass                Curl, Medium Pass
Post, Long Pass                  Corner, Long Pass
Fly, Long Pass                   Strak, Long Pass

Defence:
Return (used for kicking players)
No Blitz (also No Dog)           Rt Dog
Lf Dog                           Mid Dog
Rt Blitz                         Lf Blitz

Note: A Blitz is a rush by a defensive back (corner or safety)
      A Dog is a rush by a linebacker

POSITION: From the following list of positions five will be displayed
and one may be selected for each play.

Offence:
Kicker                           Fullback
Lf Fullback                      Rt Fullback
Lf Halfback                      Rt Halfback
Lf Wingback                      Rt Wingback
Lf Tight End                     Rt Tight End
Lf Wide Receiver                 Rt Wide Receiver

Defence:
Rt Linebk                        Md Linebk
Lf Linebk                        Rt Safety
Rt Corer                         Lf Corner
Lf Safety


THE PLAYBOOK
============

The keys to a successful offence are:

1. knowing what play to call

2. executing to perfection, in the huddle when you call a play, as the
   on-field leader, you must have confidence that everybody understands
   what to do. Here's what they'll do.

PASS PLAYS:

            Play to the inside of the field

 |                                  In
 |             Quick In    Cirl      ^            Post
 |                  ^        <       |               >
 |                  |         \      |              /
L|S     Short Cirl  |          \     |             /
I|C          <      |          |     |            /
N|R           \     |          /     |           /
E|I           |     |         /      |          /\
 |M           /     |        /       |         /  \    Streak
O|M +---+----+------+-------+--------+------+-+----+------>
F|A |    \    \     |        \       |      \       \
 |G |Turn/    |     |         \      |       \       \
 |E |   <     /     |          \     |        \       \
 |  |Around  <      |           |    |         \       >
 |  |    Short Hook |          /     |          \    Corner
 |  |               |         /      |           \
 |  |               v        <       |            ----->
 |  |          Quick Out   Hook      v                Fly
 |  v                               Out
 | Screen
            Play to the outside of the field

RUNNING PLAYS

         > Pitchout
        /
       |    > Sweep
       |   /
       |  /    > Off Tackle
       | /   _/
       | |  /    _> Power
       | / /   _/
       || /___/
  /----|/-------------------------> Draw
  |    |/
  \----------------------> Q B Sneak

And here's where each position plays. Note that there are more than 11
positions shown. This means that there is not a player at each position
on each play

         |                   RT                LF
         |     RT          SAFETY            SAFETY         LF
         |   CORNER                                       CORNER
Defence  |
         |    RT            RT       MID       LF             LF
         | OUTSIDE        INSIDE    LINEBK    INSIDE        OUTSIDE
         |  LINEBK        LINEBK              LINEBK         LINEBK
         |
         |    RT            RT                 LF             LF
         |  TACKLE         GUARD    CENTRE    GUARD         TACKLE
Line of  +-------------------------------------------------------------
Scrimmage| LF     LF     LF     LF  CENTRE  RT     RT     RT     RT
         |WIDE   TIGHT TACKLE GUARD        GUARD TACKLE  TIGHT  WIDE
         |RECVR   END                                     END  RECEIVER
         |
         |           LF           QUARTERBACK          RT
         |        WINGBACK                          WINGBACK
         |
         |              LF                          RT
         |           HALFBACK      FULLBACK      HALFBACK


HINTS, TIPS AND OTHER FACTS
===========================
- If a game ends in a tie, you will be ably to apply an unlimited
  number of 'sudden death' overtime quarters.

- From time to time, the Coaches' Screen will be displayed
  automatically and will contain information about the results of
  play just run.

- On occasion certain receives will act human and will not execute
  their pass routine to perfection. Remember, when going down the
  middle, sometimes these guys are intimidated by a defense player.

- In general longer passes have lower percentage of succes
  than short ones.

- If you select a pass play, you could always decide just to run by not
  pressing the FIRE BUTTON. However, if you select a run the FIRE
  BUTTON will not function and therefore you will not be able to 'call
  an audiable' and change to a pass play when the play starts.

- Once a play starts the quarterback will not be permitted to run up,
  down, or back out of the displayed field area until he first crossed
  the line of scrimmage.

Copyright (c)1988 Accolade. All rights reserved. 4th & Inches (tm) is
a trademark of Accolade Inc.


***********************************************************************
*                *
* SNOOKER & POOL *
*                *
******************

Should you give the ball top spin, which strenght shot should you
select from the sliding scale? All these choices and more are integral
to your success  or failure as a champion snooker or pool player;
select the computer as your opponent and you get to select its
playing ability. Use the edit facility for changing the screen to
practice difficult shots until you're feeling really good - then
challenge a friend!!


MOVEMENT CONTROLS
=================

A - Left, S - Right, ] - Up, ? - Down, SPACE - Fire
or Joystick - Port 2.


GAMEPLAY CONTROLS
=================

F1 - Select Player Options.
F3 - Select Level of Play.
F5 - Start Game.

WHEN IN EDIT MODE
F1 - Delete the Ball below the Cursor
F3 - Play One Shot
F5 - Exit Edit Mode

WHEN IN PLAY MODE
F1 - Sound On
F3 - Sound Off


TO SELECT PLAY LEVEL
====================

When playing against the computer, you will have to select one of three
levels of play; use the UP/DOWN key to choose and press FIRE to
execute.


TO MOVE A BALL WEHN IN EDIT MODE
================================

Move the cursor over the ball and pick it up by pressing FIRE - keep it
depressed; as long as it is held down the ball will move as you move
the cursor. Release FIRE button to move the cursor only, after the ball
has been positioned.


TO SPIN THE BALL
================

Use keys or joystick to choose one of eight directions and press FIRE
to confirm selection.


POWER CONTROL
=============

Use LEFT/RIGHT controls to decrease or increase power. When satisfied
with the shot power, press FIRE to execute.


TO SELECT A COLOUR
==================

After potting a red ball, you will then have to choose a xoloured ball.
Choose by moving the cursor over the colour bll required and press
FIRE to cinfirm selection


TO RESTART THE GAME
===================

At any point during the game, press RUN/STOP.


(c) 1987 Gremlin Graphics Software Limited. All rights reserved.


***********************************************************************
*                 *
* GO FOR THE GOLD *
*                 *
*******************

Licensed my Michael F.C. Crick to U.S. Gold Ltd.
Copyright (c) Michael F.C. Crick, 1986. All rights reserved.


EQUIPMENT REQUIRED
==================

GO FOR THE GOLD runs in the Commodore 64 (tm) and Commodore 128 (tm)
and requires one joystick and a second joystick will enable runners to
compete side by side in the running events.


LOADING INSTRUCTIONS
====================

PLEASE READ VERY CAREFULLY!
Note: There is no SAVE facility on the tape version.

The cassette is recorded with six events which load seeparately.
Because the casette files are sequential, if you want to load an event
which is before attempting to load it. For example, if you have loaded
and played the Long Jump Event, then to load and play the Diving Event
the cassette must be rewound and positioned before the Diving Event.
It may help on positioning the tape if you zeroise your tape counter
after loading the menu for the first time and make a note of the
counter readings as you load each event. The order of the events is
shown on the main menu. There will be on screen prompts to assist you.
To load th cassette press SHIFT and RUN/STOP keys together. Press PLAY
on the cassette recorder and the tape will load. (If you are usig a
Commodore 128 make sure you are in the C64 mode).

JOYSTICK: If you have only one joystick use joystick port 2. When
several players need to share one joystick then players 2, 4 and 6
should change their joystick port to port 01 using the option menu
described below.


MAIN SCOREBOARD
===============

First enter your name and country (up to 18 characters). Then use your
joystick to select an event. Finally press the joystick button to
cause the event load.


Colours and Other Options
-------------------------
If you press RETURN after entering your name the Options sub-screen
will appear. Move the joystick LEFT or RIGHT to select your SHIRT
COLOR or your JOYSTICK PORT. You may also enter your initials or
nickname (up to 4 characters). This name is used when saving your
best performances. Press the joystick button or RETURN to return to
the main scoreboard.


Adding Players
--------------
Press F3 to add a new player. Up to six players are allowed. When
you have more than one player, there is a separate scoreboard for
each player. Move the joystick LEFT or RIGHT to move between these
scoreboards. You may add a new player at any time.

You may delete a player by erasing his/her name with the DEL key.


Event Title and Credits
-----------------------
You may edit the name of the Sports Event you are competing in. Press
the joystick UP until the cursor flashes at the end of GO FOR THE GOLD.
Use the DEL key to erase the current title and then enter SUMMER
OLYMPICS, US CHAMPIONSHIPS, or whatever grabs you (up to 16
characters).

Go one step further UP and you will see all the credits for who created
GO FOR THE GOLD. Press RETURN to return to the main scoreboard.


Resetting Scores
----------------
The scores for each event reset each time you start the event over. You
may reset ALL the scores by pressing F5.

You may reset the scores for one player by deleting the player and
adding him back again.

You can reset the whole game at any time by entering STOP/RESTORE.
(Press the STOP and RESTORE keys at the same time.)


Combined Score
--------------
You score fivee points for a GOLD medal, three points for a SILVER
medal, and one point for a BRONZE medal. Your total points are shown at
the bottom of the scoreboard plus a medal to show your overall ranking.


GENERAL INFORMATION ABOUT EVENTS
================================

You reach an event by selecting the event with your joystick and
pressing the joystick button. When the event has loaded you are
immediately ready to compete. The following rules apply to all
events except as noted.

ACTION         EFFECT AT START              EFFECT AT END

Stick RIGHT    Start the action (1)         Go to Next Player
Stick LEFT     Start the action (1) & (2)   INSTANT REPLAY (4)
Stick UP       Go to Scoreboard             Go to Scoreboard
Stick DOWN     Action varies (1) & (2)
F1             Show a DEMO (4)              INSTANT REPLAY (4)
F3             Skip a Player                Go to Next Player
F5             Show RECORDS (3)             Show RECORDS (3)
F7             Go to Scoreboard             Go to Scoreboard
L Key          CLASSIC REPLAY (4)           CLASSIC REPLAY (4)

Use the joystick button to return to an event after checking the main
Scoreboard. ARCHERY is the only event in which the joystck button
is used.

1. In WEIGHTLIFTING move the joystick DOWN to start. Moving the
   joystick RIGHT increases the weight, moving it LEFT decreases
   the weight.

2. In DIVING move the joystick LEFT to select a reverse dive. Move the
   joystick DOWN to get a random CALLED dive. Press the joystick button
   to CALL current and future dives.

3. In DIVING there are no RECORDS.

4. In ARCHERY there is no INSTANT REPLAY or DEMO.


Instant Replay
--------------
Moving the joystick LEFT immediately after an event will give you a
chance to see your performance over again. Once you have moved on to
the next player, the INSTANT REPLAY is lost. There is no INSTANT REPLAY
in ARCHERY.


SPRINGBOARD DIVING
==================

Springboard diving requires strength to hurtle yourself into the air,
daring to spin at very high speeds, confidence to announce which dive
you will perform, and the finesse to perform it with grace and control.

You can perform up to seven types of dives. You can pre-call the dives
for each round (there are ten rounds), or you can simply do any forward
or reverse dive you choose.

You will be judged by five judges whose scores are then multiplied by
the difficulty factor. The judge on the left is 'Bill' and he's a nice
guy (but a stickler for good form). The one if the right is known as
'the Russian'. He is a little short sighted and may give you a better
score if you dive right in front of him. It is rumoured that he
preferes divers with red swimsuits but that has not been proven. You
can give your own names to the other judges and we will leave it to
you to figure out what their special preferences are.


Coach's Tips
------------
- Do not be upset if your first dives are an unqualified disaster
  (it happens to everyone). Preseverance is the name of the game.

- You start the action by pressing the joystick to the RIGHT. If you
  'run' down the board (move the joystick LEFT - RIGHT) you will gain
  speed and land further to the right. For the highest possible score
  you should enter the water in front of the middle judge.

- To do a REVERSE dive, press joystick LEFT before starting your dive.
  The control box will show ANY REVERSE DIVE.

- About two feet from the end of the board you take a jump into the air
  by pressing the joystick UP. Land as hard as you can on the end of
  the board by pressing the joystick DOWN. Then at precisely the right
  moment, and with all your strength, you straighten your legs and hurl
  yourself into the air. This is done by pressing the joystick UP. The
  timing is extremely critical. If you do not go with the rhythm of the
  board you will not get the height and spin you need.

- Finally to ge out of the truck, pull the joystick DOWN. Needles to
  say if you want to enter the water perfectly vertical, you must come
  out of your spin at exactly the right place... AND DON'T FORGET TO
  KEEP YOUR TOES STRAIGHT!


Scoring
-------
The highest score you can receive for any one dive is ten - and even
Greg Louganis achieves that very rarely. Generally a good dive socres
seven or eight. Some effort was taken to make the scoring as true to
life as possible. Of the five scores only the middle three are used to
compute the total. The lowest and highest scores are disregarded. Each
dive has a difficulty factor ranging from 1.0 to a little over 3.0.
This number is multiplied by the sum of the three middle scores to give
your final points. YYour total score is the sum of your scores in all
ten rounds.

If you CALL your dive ahead of time (see below) your score will be some
10% higher IF you manage to execute the dive you called. If you do a
different dive your score is zero!

The crowd is not as critical as the judges - they will sometimes
applaud wildly for a low scoring dive if it looks goot.


Calling Your Dives
------------------
Inserious competition, divers are required to announce all their dives
hours before the start of the actual event. Press the joystick button
to enter CONTROL mode. Moving the joystick DOWN or UP lets you select
a particular round. The currrent dive will flash in the selection box.
Move the joystick RIGHT to select from any of three reverse dives.
Press the joystick button to return to PLAY mode.

You can let the computer select a dive for you. All you do is pull the
joystick DOWN in the normal starting position - a random dive will
show - which you then have to try and perform!

You can also use CONTROL mode to review dives you have already
performed. Just move the joystick UP and DOWN to find the round you
want. You cannot change dives you have already performed.


For Olympic Competition
-----------------------
- Divers MUST announce the set of ten dives ahead of time and these
  dives must vary.


100 METRE SPRINT
================

You'll use all your muscle, strength and stamnia to run at top speed in
the 100 metre sprint. Once you hear the starting gun, run as fast as
you can to cross the line before your opponent.

A wise man once said: "The surest way to win a race is to run a race
with yourself". GO FOR THE GOLD lets you do just that. If you are the
only player the computer will let you run against your own best
performance. The first time you will always win - after that is gets
harder. But even if you don't beat your own best performance every
time, you can rest in knowledge that it was yourself who beat you.


Coach's Tips
------------
- Tap the Joystick RIGHT to indicate that you are ready. If there are
  two real players competing, the race will not start until BOTH OF
  YOU have signalled you are ready.

- You will then hear "ON YOUR MARK", "SET" and then after a slightly
  variable interval the gun will go off.

- The starting blocks are equipped with sensing devices to detect if a
  runner "jumps the gun". If you start before the gun goes off the
  FALSE START message appears.

- The instant the gun fires, start running by moving the joystick
  LEFT-RIGHT-LEFT-RIGHT as fast as you can until you cross the finish
  line.

Some people have complained that this brute force method of running is
extremely wearing and almost painful. But then if you have ever run in
a real running race you will know that to win you have to expert
yourself to the utmost regardless the pain. Thus, despite the agony,
we have reached the firm conclusion that this form of control best
captures the essence of the event being simulated.


How Players are Selected to Race
--------------------------------
If there is only one player, that player runs against the computer. If
there are two players they run against each other. If there are more
than tow players then players run in pairs.

When the computer is operating a player, the player's name appears in
YELLOW. The computer replays the fastest race run so far. If you see
your name once in WHITE and once in YELLOW than you are set up to run
against your onw best performance.

If you have several players and only one joystick, make sure that all
the players are set up to use the same joystick port. (You may select
your joystick port as one of the sub-options of the main menu). Each
player will then race against the computer in turn. If you do not do
this you will not be able to start a race.

You may choose to run against a previously saved performance. Press the
L key and anwer Y or N to get the loaded player onto the track you want
him on. A player loaded in this way has his name shown in YELLOW. You
can load two saved performances and they will automatically run against
each other.


For Olympic Competition
-----------------------
- Runners with two false starts are disqualified

- In close finishes, the runner whose chest crosses the line first
  is the winner


110 METER HURDLES
=================

In this event you'll jump over ten hurdles whilst running as fast as
you can. Running efficiently and timing your jump will give you the
competitive edge. You can compete against yourself or against a
previously saved performance just as in the 100 metre sprint.


Coach's Tips
------------
- Tap the joystick to the RIGHT to indicate that you are ready. The
  race will not start running until both players are ready. Do not
  start running until you hear the starting gun.

- Run as fast as you can between hurdles by moving the joystick
  LEFT-RIGHT-LEFT-RIGHT. Your trailing foot will hit the hurdle if the
  joystick is to the LEFT as you go over the hurdle. To be safe push
  the joystick UP and to the RIGHT as you go over each hurdle.

- For the best performance determine exactly how many steps you can get
  in between each pair of hurdles.

- Timing is critical. If you knock down a hurdle it will slow you down.
  If you trip in the process it will slow you down even more.


For Olympic Competition
-----------------------
- A hurler can knock down up to ten hurdles without being disqualified.


ARCHERY
=======

An uncanny aim, fierce concentration, a steady grip, and relentless
consistency, are the characteristics of world class archers - and you
will need all these qualities to compete in this event. Arrows are also
affected by the wind which you will find varies from day to day and
even slightly from shot to shot. The flight path is precisely gouverned
by the law of physics. Considerable pains were taken to accurately
repoduce the correct flight of the arrow under the given wind
conditions. You will find that the harder the wind blows the harder it
is to hold the bow steady.

In standard competition there are four targets. Smaller targets are
used at the 30 metre and 50 metre distances, and the larger targets
at the 70 metre and 90 metre distances.


Coach's Tips
------------
- Each player gets six shots at each target. You may shoot your arrows
  in any order.

- When you have selected a target (by roughly positioning the bow),
  knock the arrow by pressing the joystick button DOWN AND HOLDING
  IT DOWN.

- Then pull the joystick DOWN to draw the bow. When the bow is drawn
  all the way, aim the bow using the sight provided. When you are
  ready to fire, release the joystick button.

- Keep an eye on the speed and direction of the wind. Archery
  competitions are always held with the archers facing North. Thus a
  WEST wind blows from left and you correct for it by aiming slightly
  to the left. Watch the flag. Also watch how the other players' arrows
  fly. They can give valuable information about where to aim. Part of
  the skill is determining the precise point on the target to aim at.
  One of the reasons there is no INSTANT REPLAY in the archery event is
  that a player could gain an advantage by carefully watching replays
  of his opponent's previous shot - and then the whole process would
  become rather tedious.

- Bows are heavy and it takes considerable strength to draw them all
  the way back and hold them ready to fire. After a while fatigue sets
  in. You will find that the longer you hold the bow the more difficult
  it becomes to hold it steady.

- There is also a time limit. When the orange warning light comes on
  you know you are almost out of time. If the red light comes on your
  shot is disqualified and your score is zero.


Scoring
-------
The archery target is made up of five concentric circles. You score ten
points for hitting the middle of the gold, nine for hitting the outer
part of the gold, eight for hitting the inner part of the red and so
forth down to one point for hitting the outer part of the white. In
real competition you shoot the whole series of targets six times. For
this reason we have multiplied all scores by six to make them in line
with actual competition scores.

If you shoot a seventh arrow at any target all scores reset.


For Olympic Competition
-----------------------
- Shoot the furthest target first, then continue to the closest target.

- In the actual Olympics the whole series of targets are shot twelve
  times (instead of six). Displayed scores should be doubled to make
  them comparable to Olympic records.

- If you shoot an arrow into the back end of another arrow and it
  doesn't fall out, you score the same score as the arrow the you
  spliced into.


LONG JUMP
=========

In the long jump, you race down the approach path gathering as much
speed as you can. Then you leap into the air and land in the sand pit.
It takes great skill to land exactly on the take-off board and push off
with all your strength. Moving your arms and legs in the air helps you
jump further and make a good landing.


Coach's Tips
------------
- Run as hard as you can down the approach path moving the joystick
  LEFT-RIGHT-LEFT-RIGHT as in the Spring event. The faster you are
  going at the moment of take-off the further you will jump.

- The black line is the take-off board. Plant your feet as close to
  the board as possible without actually going over the line. Jump by
  pushing the joystick UP at precisely the right moment. A late
  take-off causes a foul and the jump is not counted.

- To make sure you land forwards, press the joystick to the RIGHT just
  before you land.

- For the longest possible jump, jump on the moon!


Scoring
-------
The distance is measured from the take-off board to the landing point.
If you fall forward, the landing point is where your heels first
touched the sand. If you fall back, the landing point becomes the
position on the part of your body closest to the take-off board.

The pit is fittted with the latest electronic measuring device.
It records the precise distance in both metres and feet.


For Olympic Competition
-----------------------
- Your distance is the best of six tries.


WEIGHTLIFTING
=============

You'll compete in two weightlifting events: the two-hand snatch and
the clean and jerk. In weightlifting, preparation is the key -
concentration, timing, co-ordination and, of course, sheer brute
strength.


Coach's Tips
------------
- Your power is in your tights. Use the joystick to control your
  tigh muscles.

- Getting the timing takes practice. Start with the lightest weight
  (25 kg (kilograms)). you can lower the weight by holding your
  joystick LEFT.

- Study the diagrams and wath the DEMO's. The two-hand snatch is the
  easiest. Pull the joystickk DOWN to get the ready position. Then move
  the joystick precisely UP-DOWN-UP. Don't go too fast or you won't be
  able to lift the weight all the way up. The first UP gets the weight
  moving upwards. The down lets you get your arms extended underneath
  the weight for the final upward thrust with your powerful tigh
  muscles. If you are too slow the weights lose their upward momentum
  and you won't have enough power to lift them all the way.

- The clean and jerk is harder but you can lift more weight when you
  have mastered it. Start as with the two-hand snatch but let the
  weight come to rest at shoulder level. PAUSE to get your balance and
  then straighten up your legs. Pause again and then very quickly bend
  your knees and straighten them again to give the weights some upward
  momentum. Then at the precise moment drop down on one knee and extend
  your arms. Steady yourself and then finally stand fully erect. The
  movement is DOWN-UP-DOWN-PAUSE-UP-PAUSE-DOWN-UP-DOWN-(very fast)
  PAUSE - UP

- When you have mastered the rhythm, increase the weight by holding the
  joystick to the RIGHT. The weights will increase in 5 kg increments.
  You can change the weight in 2 1/2 kg increments by tapping the
  joystick LEFT or RIGHT. The maximum weight is 300 kg.


Scoring
-------
The referees determine the validity of each lift. Each referee
indicates his approval with a GREEN light or his disapproval with
a RED light. You must have three green lights for a valid lift.

Your score for each event is the maximum weight you lifted in the given
number of three tries. Your total score is the sum of your scores in
the two-hand snatch and clean and jerk.


For Olympic Competition
-----------------------
- The highest combined total weight determines the winner

- Each lifter has three chances to lift a weight level. If he fails on
  the third try he is out.

- The weight is increased each round. A player may skip a round and
  save his strength for later.

- Upon competition on the lift, the weights must be held motionless
  until the referees have signalled that the lift is valid. Only then
  can the weight be lowered.


CREDITS
=======

Program Design and Implementation: Michael Crick and Dennis Kirsch.
Game Design: Michael Crick and Mark Madland.
Sound and Music: Bob Landwehr/Parabola.
Original Composition: Ray Rideout.
Graphic Design and Animation: Steve Chin and Mark Madland.
Speech Output: Developed by the Voice Master (tm) and licensed by
               Covox Inc., 675 Conger Street, Eugene, OR 97402


Specital Consultants
--------------------
Archery: Jim McMurchie - Competitive archer; ranked secon in US in
1979 with a score of 1302.

Diving: William "Bill" Burgesss - Diving Coaches Hall of Fame.


SUMMARY OF EVENTS
=================

Diving
------
LEFT for REVERSE, RIGHT to start, UP-DOWN-UP in synch with the board
for good lift. DOWN to get out of the tuck.


Sprint
------
LEFT-RIGHT makes the runners run. The race will not start until both
players have signalled READY by tapping the joystick RIGHT.


Hurdles
-------
Similar to SPRINT. You will knock the hurdle over if your stick is
LEFT as you go over a hurdle.


Archery
-------
Hold the joystick button DOWN. Pull the joystick DOWN to draw the bow.
Aim the fire by releasing the button.


Long Jump
---------
Run as hard as you can and then move the joystick UP at the event
moment of take-off. Hold the joystick RIGHT for a good landing.


Weightlifting
-------------
DOWN-UP-DOWN-UP for the two-hand snatch. DUWN-UP-DOWN-PAUSE-UP-PAUSE-
DOWN-UP-DOWN-PAUSE for the clean and jerk. LEFT to lower the weight.

F1 - DEMO or INSTANT REPLAY
F3 - Next Player
F5 - Check World, US and Olympic records
F7 - Go to Main Scoreboard

(c) 1986 AMERICANA Software.


***********************************************************************
*               *
* HARDBALL (tm) *
*               *
*****************

BATTER UP!
==========

Welcome to the most realistic baseball game ever designed. Step up to
the plate and try to knock that ball out of the park. You can choose to
bunt, steal a base, and control base running. When your team is in the
field, you can control the type and location of pitch as well as the
fielders.


TO START THE GAME:
==================

For a two-player game, connect your joystick to port 1 for the red team
and port 2 for the blue team. For a one-player game, connect your
joystick to either port.

CASETTE USERS NOTE: When the program has loaded, leave the PLAY key
depressed on the cassette player as more information will be loaded
as the game progresses.


TO RESTART THE GAME:
====================

To restart the game, press RESTORE


SELECT GAME OPTIONS
===================

Once the game is loaded, you may use either joystick to select a
variety of game option combinations such as Home/Visitor, which team
(if any) the computer will play (for a one-player game), and whether
you want a designated hitter (-DH). For example, a two player game
would be selected on lines 1, 2, 7 or 8, depending on who wants to be
Home team and whether or not to have a designated hitter. The following
sample screen shows the 12 possible choices:

ALL-STARS (Red)     Joystick #1

Visitor                    1
Home                       2
Visitor                    3
Home                       4
Visitor-computer           5
Home-computer              6
Visitor               -DH  7
Home                  -DH  8
Visitor               -DH  9
Home                  -DH 10
Visitor-computer      -DH 11
Home-computer         -DH 12

CHAMPS (Blue)       Joystick #2

Home
Visitor
Home-computer
Visitor-computer
Home
Visitor
Home                    -DH
Visitor                 -DH
Home-computer           -DH
Visitor-computer        -DH
Home                    -DH
Visitor                 -DH

Only one lone will be displayed at a time (starting with line 1). Move
the joystick DOWN or UP to view other possible options. When the choice
you want to make is displayed, press the FIRE BUUTON to start the game.


MANAGER'S DECISION SCREEN
=========================

The four screens displayed during the HardBall are: The Manager's
Decision Screen, the Pitcher/Batter Screen, Left Field View, and
Right Field View.

The game begins with the Manager's Decision Screen. It will also appear
if a player presses the SPACE BAR on the keyboard any time during the
pitcher screen. In this Manager's Screen, pressing the SPACE BAR will
"Play Ball" (starting the game action or counting where you left off).
This screen will display a selected line-up for both teams. "/" will
indicate who is at bat and there will also be an indication of who is
on which base (1b, 2b or 3b), how they bat (Right, Left or Switch), the
position they play and their batting average.

Below each team's roster will be a menu of management decision options
which each player may select by moving the cursor to that line and
pressing the FIRE BUTTON. In the case of "substitution" or "exchange
positions", additional screen prompts will be displayed at the bottom
(to be explained later).

For the other options, the parameters (indicated here by parenthesis)
will be cycled through and displayed one at a time by depressing the
FIRE BUTTON when that line is selected (highlighted). The current
parameter being displayed is automatically the one selected and remains
in force until charged. The option lists are as follows.

For the team in the field (defence) - 5 choices:
- Player Substitution
- Exchange Positions
- Outfield (Normal, Shift right, Shift left)
- Infield (Normal or Double play)
- (NO) Intentional Walk

For the team at bat (offence) - 2 choices:
- Player Substitution    - Exchange Positions

If either player selects "Substitution" or "Exchange Positions", the
lower position of the Manager's Decision Screen will change to
appropirate team colour. In these modes, press the SPACE BAR in the
middle of an activity to cancel and return to the game.


SUBSTITUTION
============

A line will be displayed to select "Substitute (from bench) with (on
Roster)" at which time the underlined entry can be selected by moving
the joystick RIGHT or LEFT (selectiing a player) and pressing the FIRE
BUTTON. When the bench entry is specified, you can scroll the list of
players on the bench up or down within a 3-line window at the bottom of
the screen by using the joystick. Then select the desired player to
come onto the field by pressing the FIRE BUTTON. When the roster entry
is selected, the cursor can be moved up or down the roster list with
the joystick, then press the FIRE BUTTON to select the player to come
off the field. Note: Once a player is substituted out (after the first
pitch), he can't return to the field and doesn't go to the bench list.
The new player coming onto the field will replace him at his current
position.


EXCHANGE POSITIONS:
===================

Choose the entry to be filled first in a manner similar to that defined
above for "substitution" on the line "exchange ........ position with
........". This will allow vertical scrolling of the cursor through the
roster positions and will show each correspondending player's full
performance statistics at the bottom of the screen. Press FIRE BUTTON
to select position to be exchanged. If you select a player in a
position for which he is not suited, then an appropriate message
(i.e., "player out of position"") will be displayed later. There will
also be a likelihood of an error in play or poor pitching.

Remember press the SPACE BAR to start (or continue) play of the game.


GAME PLAY
=========

Play begins with the pitcher's screen depicting the pitcher, batter,
umpire and crowd in the background. Using the joystick, the player
representing the pitcher (field team) may select a type of pitch as
displayed on the bottom of the screen. He must select one of four
choices displayed out of the following eight pitching types:

- Fastball! (straight and very fast)
- Fastball (straight and fast)
- Offspeed (straight)
- Change-up (straight slower pitch)
- Curve ball (a big sweeping curve)
  - for lefthanded pitchers, the ball curves to the right
  - for righthanded pitchers, the ball curves to the left
  Screwball (opposite curve ball)
  - for lefthanded pitchers, the ball curves to the left
  - for righthanded pitchers, the ball curves to the right
  Sinker (the ball drops - curves down)
  Slider (similar to curve ball, but curves at last moment)

The other player, representing the team at bat, may select his
offensive strategy by holding the FIRE BUTTON down while moving the
joystick to select one or more options. Upon releasing the FIRE BUTTON,
his selection(s) will be made, thus allowing the game to continue (if
the pitcher has also made his selection).

Note: Even if no options are desired, this player must press and
release his FIRE BUTTON while the joystick is in the neutral position
for the game to continue. This options will also appear at the bottom
of the screen and will include bunt or base stealing (if appropriate).

Note: if you tell a runner to steal abase and the batter doesn't hit
the ball, then the catcher will attempt to throw the lead runner out.

When someone first steps up to bat, some of his statistics will be
displayed.

Once both players have made their selections, a new set of choices are
presented at the bottom of the screen. The pitcher will be able to
select the location of the pitch (i.e., high, inside, etc.) with the
joystick and his wind-up will begin once the FIRE BUTTON is released.
The batter will be able to select his corresponding location of swing
with the joystick and, by pressing the FIRE BUTTON swing.

When the ball is hit, the receiving fielder will be identified by
flashing. The player may use the joystick to position the fielder
(back, left, forward, right) to catch the ball. Once the ball is
caught, he is presented choices as to where to throw the ball (2nd,
3rd, home or 1st).

Nine piching zones over home plate:

2 1 2    X = always a strike

1 X 1    1 = high probability of being a strike

2 1 2    2 = low probability of being a strike


MISCELLANEOUS NOTES
===================

As a pitcher gets tired, the probability of throwing a strike goes
down.

Certain pitchers will be stronger in some pitching types.

If pitch is not in the strike zone, the batter can swing but can't hit
the ball.

When the ball is hit, the fielding screen is displayed and (unless it
is a foul ball) when the play is completed, the Manager's Decision
Screen will be displayed momentarily before returning to the pitching/
batting screen.

Runners have the option of running to the next base upon reaching a
base after a hit.

(c) 1986 ACCOLADE. All rights reserved.


***********************************************************************
*           *
* WATERPOLO *
*           *
*************

JOYSTICK CONTROL IN THE GAME
============================

- The player can always control the team member who is nearest to the
  ball. The currently activated man has a distinctive cap colour. As
  long as the man is in motion, the player will not lose control of the
  selected man, without respect the current distance from the ball. If
  the currently activated man is stopped by the player, the program
  will monitor the distance of each man from the ball and select again.

- At the beginning of each quarter, the teams will swin for the ball,
  and the ball will be obtained by the player who presses FIRE first.

- If the selected man does not have the ball:

  8 directions of the joystick: turn and swim in the given direction.

- If the FIRE BUTTON is pressed, then the man will raise the ball high
  in the air and start to swing it. A shot can pnly be made from this
  position.

- While swinging the ball, the player can define the shot parameters:-

Joystick in the middle position: normal shot

Joystick pushed in the direction of the shot: increase shot power
(the shot will be low and powerfull).

Joystick pushed in the opposite direction: decrease shot power
(the shot will be higher but weaker).

Joystick pushed sideways (compared to the direction of the shot):
spin the ball in the given direction. The trajectory of the ball will
crescent-shaped, and the amount of "hook" or "slice" given to the ball
will be set according to the time how long the player holds the
joystick in the sideways position.

The player can combine power and spin adjustment by pressing the
joystick diagonally.

Shoot:
Release the FIRE BUTTON and press it agein rapidly. The man will throw
the ball in the direction and with the power set in the way described
above.

Controlling the goalie:
The goalie will also be activated automatically by the program if the
game situation requires it. Controlling the goalie is similar to the
other man, except that if he has not got the ball, and the FIRE BUTTON
is pressed, he will raise his arms and throw himself in the direction
of the shot.


RULES OF THE GAME
=================

The rules are by and large identical to real-life waterpolo. Ther is
a chance to take the ball away from the opposing team's member, by
attacking him from the front 5 directions. If the opponent is inactive
(not swinging the ball in the air), the ball will change hands.

The three rear directions (back left, back and back right) are illegal
to attack from, and the referee will signal a foul if a player tries
it.

Fouls, goals and quarter ends are indicated by the referee's whistle.

Attacking the goalie in front of the goal is also considered a foul.

Fouls are recorded individually for both team's members. After a man's
third foul, the referee will send him off (for 1.5 minutes or until the
next goal is scored by the opponent), and the opposing team will have
the ball. Team members only return to the pool after a goal, or when
the ball is out of the pool, or when a game quarter is over (so when
neither of the teams are in action).

A quarter lasts for 5 minutes, and the time for both teams to attack is
35 seconds. If the 35 seconds expires without a shot at the opponent's
goal, the other team will get the ball.

There is an instant replay when a goal is scored.

If any of the teams score 50 goals, the match ends - because there is
a suspicion of cheating.


MENU
====

4 options are available:


A. DEMO
-------
This option is highlighted by default and if the player does not
intervene, the demo will be selected automatically after 30 seconds.


B. ONE PLAYER
-------------
The player can determine the skill level. The human player will control
the team with the black cap (joystick in Port 2).


C. TWO PLAYERS
--------------
Blue team: Port 1; Red team: Port 2.


D. CHAMPIONSHIP
---------------
The program provides a chance to play a championship of 4 teams. First
the skill level can be set, then (in the championship chart) any of the
four names displayed can be re-typed for a team name the player chooses
to use (up to 5 characters). Re-naming the team also means that the
team will be human-controlled in the championship. Selecting EXIT on
the chart will start the championship.

At the beginning of each round the names of participating teams are
displayed, with the human vs. human and human vs. computer matches
highlighted. The player can also highloght the computer vs. computer
matches; in that case these matches will also be played as demos.
Results of matches not played will be calculated by the computer, and
included in the championship score chart. (In this case the skill level
of the team playing on home ground is 1 degree higher than the
opponent's.)

The score chart is organised in the order of points scored in the
subsequent rounds. The columns of the chart are from left to right
as follows:

POINTS
NUMBER OF MATCHES WON
NUMBER OF MATCHES DRAWN
NUMBER OF MATCHES LOST
NUMBER OF GOALS SCORED
NUMBER OF GOALS SCORED BY THE OPPONENTS


CONTROL KEYS
============

RUN/STOP key will freeze the game. Re-start: press RUN/STOP again
or press FIRE.


Gremlin Graphics Software Limited. All rights reserved.


***********************************************************************
*                 *
* 10TH FRAME (tm) *
*                 *
*******************

LOADING
=======

When "Select League" or "Open Bowling" screen appears, game has loaded.
Use joystick port #2. Leave PLAY, FAST FORWARD or REWIND button while
playing or the game will not operate. Adjust sound + or - keys.


SETTING UP GAMEPLAY
===================

Up to 8 players can play. If you select League Play press L or O for
select Open Bowling. If league play is selected you will have to supply
the following information: Team names, Number of players, Players'
names and ability and Number of games to play (up to 5). If Open
Bowling is selected you will have to supply the following information:
Number of players, Players' names and ability and Number of games to
play.

ENTERING PLAYER NAMES AND ABILITY: Type name of player and press
RETURN/ENTER. Then select ability level by pressing K for Kids, A for
Amateur or P for Professional. A description of each level follows:

KIDS - Designed for children (4 - 8). Speed of ball is automatically
set and the ball will head for straight where it is aimed with no hook.

AMATEUR - Beginner's level. Thows are affected by the selected speed
setting and amount of hook put on the ball.

PROFESSIONAL - Advanced level. Accuracy in using speed/hook indicator
is critical. Errors create poor throws.


PLAYING THE GAME
================

AIMING YOUR THROW: Position both bowler and "mark". Push joystick
FORWARD to activate "mark" and position it by moving joystick
LEFT/RIGHT. Position bowler by pulling BACK on the joystick to
deactivate "mark" then move joystick LEFT/RIGHT.

THROWING THE BALL: Set the speed and throw the ball straight or with
a hook. It requires timing and concentration to be viewed using the
Speed/Hook Indicator.

                   +----+----+ <-+
          Error -> +----+----+   |
                   +----+----+   |
                   +----+----+   |
              +----+----+----+   |
Maximum Speed +----+----+----+   +--> Speed Zone
                   +----+----+   |
Without Error ->   +----+----+   |
                   +----+----+   |
Minimum Speed +----+----+----+   |
              +----+----+----+ <-+
                   +----+----+
                   +----+----+
                   +----+----+
                   +----+----+
                   +----+----+---+
                   +----+----+---+  <- Straight Hook
                   +----+----+
                   +----+----+
                   +----+----+-----+
                   +----+----+-----+  <- Medium Hook
                   +----+----+
                   +----+----+
                   +----+----+---+
                   +----+----+---+  <- Maximum Hook
                   +----+----+
                   +----+----+
                   +----+----+   <- Error

To start approach press FIRE button. To set speed release FIRE button
when indicator reaches desired zone.

Releasing button at the bottom gives you minimum speed. When the button
is released the setting you have chosen is locked on the indicator.

Set hook by pressing Fire when indicator is in hook zone.


SCOREBOARD
==========

When each player bowls, a line score appears on the top portion of the
screen and shows the last five frames' scores. An overall scoreboard
appears after bowlers have competed a frame. Press FIRE button to
resume play after the scoreboard.


BOWLING STARTEGIES
==================

No matter whether you bowl a straight or hook shot, the best position
to aim for is the pockets between the front 3 pins for your initial
shot.


BOWLING FOR SPARES
==================

To be successful you must be able to make spares that is to knock down
any pins left after your first ball with the second ball.


SCORING
=======

A game consists of 10 frames. A strike counts 10 pins with the first
ball plus a total number of pins knocked down by the following 2 balls
(shown as [] on scoreboard). A spare counts as 10 pins, plus the number
of pins the bowler knocks down with the first ball in the next frame.
(Spare shown as > on scoreboard.) When a bowler fails to make a strike
or a spare, only the knocked down pins count and no scoring is carried
over to the next frame. A perfect game is 12 consecutive strikes to
score a maximum of 300. This includes 1 strike for each of the 10
frames plus 1 strike for each of the 2 extra, or bonus chances the
bowles receives for scoring a strike in the 10th FRAME.


ADDITIONAL FEATURES
===================

ABORT GAME: Return to "Select" screen at any time by pressing /.

REPLAY FEATURE: To restart at first frame without changing names, etc.,
press P from "Select" screen.

AUTOMATIC DEMO: If left for one minute computer will demo. Press D from
"Select" screen to start manually.

(c) 1986 ACCESS Software Inc. All rights reserved.


***********************************************************************
*                   *
* LEADER BOARD (tm) *
*                   *
*********************

LEADER BOARD is a game of concentration, co-ordination and control. You
will need to judge distance accurately in choosing your club and power
of your swing. With practice, you will soon be playing LEDER BOARD like
a touring professional.

OBJECT OF THE GAME is to sink the ball into each hole by hitting the
ball with a club the least number of times possible. Avoid hazards that
add extra "strokes" (hits with the club) to your score. Low score wins.


LOADING INSTRUCTIONS (Cassette)
===============================

(1) Plug a joystick into joystick port # 2. (Rear port).

(2) First you will see the title screen and then a few moments later
    you'll see the 'Select Player' screen. At this point the game has
    finished loading.

(3) YOU MUST LEAVE THE PLAY, FAST FORWARD OR REWIND BUTTON DOWN WHILE
    PLAYING. (The fast forward key is recommended). You may remove the
    tape if you wish, but this must be done while in 'Select Number of
    Players screen. At any other point, one of the above buttons must
    be down or the game will not operate.


LOADING INSTRUCTIONS (Disk)
===========================

(1) First you will see the title screen and then a few moments later
    you'll see the 'Select Player' screen.

(2) In you experience problems in loading this game, refer to the
    trouble shooting section at the end of this manual.


SETTING UP THE GAME
===================

Select Number of Players
------------------------
LOADER BOARD can accomodate up to four players, press 1, 2, 3 or 4.


Enter Player Names and Ability Levels
--------------------------------------
Type in the name for the 1st player (up to 8 characters) and press
RETURN.

Now select the ability level for the 1st player. Each player can
compete under conditions that match his or her level of ability and
experience. Press (N) for NOVICE, (A) for AMATEUR, or (P) for
PROFESSIONAL. Below is a description of each level.

ABILITY         DESCRIPTION

Novice          Beginner Level - When a shot is taken on this level,
                it will not hook or slice or be affected by the wind.

Amateur         Intermediate Level - Shots at this level will not be
                affected by the wind.

Professional    Advanced Level -  No restrictions on wind or hook
                and slice.

After entering the NAME and ABILITY for the 1st player, do the same
for each of the other players.


Select Number of Holes
----------------------
LEADER BOARD allows you to play from 18-72 holes with computerised
scoring. To select the number of holes:

Type:
  (F1) 18 Holes
  (F3) 36 Holes
  (F5) 54 Holes
  (F7) 72 Holes


Select Courses
--------------
There are four different courses to play. Each varies in difficulte. If
you have selected more than 18 holes, you can play the courses in any
order. For example, if seleccted 72 holes and wish to play all courses
enter 1 2 3 4 or 4 1 2 3 etc. To play the same course four times enter
1 1 1 1 or 2 2 2 2 etc.


PLAYING THE GAME
================

Select a Club
-------------
Club selection is made by moving the joystick up or down. The following
table lists the range of each golb club.

    CLUB           SHORTEST           LONGEST
  1W 1 Wood          156                271
  3W 3 Wood          135                245
  5W 5 Wood          128                234
  1I 1 Iron          110                220
  2I 2 Iron          100                210
  3I 3 Iron           88                202
  4I 4 Iron           70                189
  5I 5 Iron           67                181
  6I 6 Iron           55                169
  7I 7 Iron           50                153
  8I 8 Iron           36                138
  9I 9 Iron           26                117
 PW PITCHING
   Wedge              11                 83
   Putter (*)         1"                64'

(*) The computer automatically selects the putter for you when you are
playing on the green (within 64 feet of the hole). This is the only
club you can use on the green.


Aim Your Shot
-------------
Use the cursor to aim the direction of the flight of the ball. The
cursor is locate several yards in front of the golfer. To control the
cursor, move the joystick right or left. If you are playing on the
professtional level be sure to check for wind effect.

(Professional Level Only). Wind can have a substantial effect on your
golf shot. To control its effect, you need to learn to read the wind
indicator on the right side of the screen.

White - The white stake indicates wind velocity. If this marker is
tall, the wind velocity could have a substanctial effect on your shot.
The shorter the white stake, the less the wind will be a factor.

Blue - The blue line indicates the direction the wind is blowing. The
line acts as a streamer. If the lines are toward you, the wind is
blowing toward you.
                                |
                                | (While Stake)
                                |
                                /
                              /  (Blue line)
                            /


Swing the Club and Hit the Ball
-------------------------------
Once you have elected your club and positioned the cursor to aim your
shot, there are only three more things to do before the ball is on its
way; start the swing, set the power, and snap your wrists to control
hook or slice.

All three are accomplished during the swing sequence and require
careful timing and concentration. The sequence can be viewed by
watching the golfer or the power/snap indicator.

Step 1  Start the swing holding down the button.

Step 2  Set the power by releasing the button during the backswing.
        Power is at maximum only at the top of the backswing. Releasing
        the button at the top will set maximum power. Releasing the
        button just before or just after the top will reduce the power
        slightly. Releasing the button well before or after the top
        will reduce the power.

The amount of power available during backswing is shown of the upper
left portion of the power/snap indicator. When the button is released,
the setting you have chosen will be locked on the indicator.


The Power Snap Indicator
------------------------

                                 Down Swing Area
             Power Indicator     (Helps time the snap)
                           |     |
                           v     v

 Press   /  Max Power ->   +--+--+                      \
 Button  |                 +  +  +                      |
 To      <  50% Power ->   +  +  +                      |  Push
 Set     |                 +  +  +                      |  Button
 Power   \  Min Power ->   +--+--+ <- Max Hook          >  To
                           +--+--+    (Ball goes left)  |  Set
                           +--+--+                      |  Snap
                       +---+--+--+---+   <- Straight    |
                       +---+--+--+---+                  /
                           +--+--+
                           +--+--+
                           +--+--+  <- Max Slice
                                       (Ball goes right)
                           ^
                           |
                     Snap Indicator

Step 3  Set the snap by pressing the button at or near contact with
        the bell. Snapping just as the club hits the ball (or at the
        Tee Bar on the snap indicator) will produce a straight hit.
        Snapping too soon will cause the ball to "hook" (go left).
        Snapping too late will cause the ball to "slice" (go right).
        When the button is pressed, the point of the snap will be
        locked on the indicator.

The swing sequence then is: Start - Power - Snap or Button - Release
- Button.

The best way to learn to hit the ball straight consistently is to
practice on the driving range.


Putting
-------

Once you get within 64 feet of the hile the computer will automatically
place you on the green and remove the pin (the pole with the flag). You
cannot change clubs at this point since the putter is the only club you
can use on the green.

To putt the ball, you need to do only two things; aim your shot and set
the power.

Use the cursor as before to aim the shoot. The ball will start out in
this direction. The ball may break left or right depending on the slope
of the green. To determine the amount and direction of break, you must
learn to read the slope indicator which appears on the green to the
left of the golfer.

Estimate the power needed by noting the distance to the hole. Press the
button and hold it until the power level is sufficient to reach the
hole and then release it. The golfer will putt automatically. Refer to
the figures following.


Slope Indicator
---------------

                          | /
                          +
            Amount      / |
              of      /   +  Hole
             Slope  /     | \
                  /       |   \
                /         |    |
              /           |    |
            /             |   /
  (This putt is uphill    | /
   breaking hard left).   o  Ball
                          |


Power Indicator
---------------

                        +-+  <- Indicator starts here when button
   Pre-putt section ->  | |     is pressed.
               /    +---+-+---+
               |    +--+---+--+  1  \
               |       |   |        |
               |    +--+---+--+     |
               |    +--+---+--+  8  |
               |       |   |        |
               |    +--+---+--+     |
               |    +--+---+--+ 16  |
               |       |   |        |
               |    +--+---+--+     |
               |    +--+---+--+ 24  |
 Power         |       |   |        |     Approximate
 section       |    +--+---+--+     |     distance ball
 (release   <--{    +--+---+--+ 32  }-->  will travel on
 button to     |       |   |        |     level ground
 set power).   |    +--+---+--+     |     (in feet).
               |    +--+---+--+ 40  |
               |       |   |        |
               |    +--+---+--+     |
               |    +--+---+--+ 48  |
               |       |   |        |
               |    +--+---+--+     |
               |    +--+---+--+ 56  |
               |       |   |        |
               |    +--+---+--+     |
               \    +--+---+--+ 64  /


READING THE SCORE
=================

The score indicator is displayed on the right of the screen. The
indicator shows which player is hitting, which players are in the hole,
how many strokes each has taken this hole, and how each player's total
score compares to par for the course. Par represents the number of
strokes a good player [mising word] used by the time he or she got to
this hole. If your score is '-5' for example, that means that you are
5 strokes under par or 5 strokes less than the good player (which is
good). Am 'E' means you are even par or just equal to the good player.
A '+5' means you're 5 strokes over par. The par comparisons do not
reflext the scores for the current hole.


Scoring Indicator
-----------------

Name of player now hitting

JACK

1  2  -2 (2 Under Par)
2  2  -3 (3 Under Par)   <--- This player is leading
3  3  E  (Even Par)
4  3  +1 (1 Over Par)    <--- This player is last

^  ^   ^
|  |   |   Number of strokes over or under par
|  |   \-- (Does not include this hole).
|  |
|  \-- Number of strokes taken on this hole
|      (Turns blue when finished).
|
\-- Player Number
    (Turns red when player is hitting).


RULES FOR SCORING
=================

(1) You receive a point (stroke) each time you hit the ball, regardless
    of the distance it travels, from the time you tee of until you sink
    the ball in the hole.

(2) You receive a distance penalty if you hit a ball out of bounds,
    into a water hazard, or into the mud.

(3) Low score wins.


RULES OF THE GAME
=================

(1) PLAY AS IT LAYS. You must play the ball from the position in which
    it lands. Exceptions are: out of bounds and those that land in the
    water or mud. (See below).

(2) OUT OF BOUNDS. If your swing takes the ball out of bounds, you will
    hear a BUZZER. You are penalised distance and the ball is returned
    to its original position. It is still your turn.

(3) IN THE WATER. If your ball lands in a water hazard, you will see
    and hear a SPLASH. You are penalised distance and the ball is
    automatically placed back at the point from which you took your
    shot in the first place.

(4) IN THE MUD. If your ball hits the side of an island, it will stick
    in the mud and have to be replayed. Occasionally you will find
    other small hazards that do not appear to be grass. Do not land in
    them as your lie will be considered to be unplayable and you will
    have to hit again.

(5) THE COMPUTER will take the same point of view as the player in
    determining the playability of a ball that has come to rest. If,
    after moving up closer, the ball is found to be in mud or water,
    the computer will place a small pad under the ball so the player
    can hit it. Just consider it a 'lucky bounce'.


METHODS OF PLAY
===============

1 PLAYER
--------
In this game you play alone, either against par or your own best score.
You do NOT play against the computer.

2 OR MORE PLAYERS
-----------------
(1) After each player has teed off on Hole 1, the player who is
    farthest away shoots second, etc. If, after your shot, you are
    still away (farthest from the hole), it is still your turn. You
    continue until you are no longer away.

(2) When a player has hit his ball and his turn is over, his ball will
    not appear on screen again until it is his turn.

(3) Decide the order in which you players tee off when names are typed
    in at the beginning of the game. This order will determine which
    score readout is yours throughout the game. If you tee off second
    on Hole 1, the second readout will always indicate your score.

(4) After a hole has been played, the player with the lowest score on
    that hole tees off first on the next hole. This is called "having
    the honour". Since the score is kept on each hole, you will be able
    to determine from it who has the honour. The computer also keeps
    track and automatically changes the colour of the score readout for
    the player who has the honour.


METHODS OF SCORING
==================

1 Player Against Par
--------------------

Compete against your best score and the golf course by trying to come
in under par. Depending on the course, a very skilled player can score
10-20 strokes under oar on eighteen holes.


2 or More Players
-----------------

MEDAL PLAY (Singles or Partners). Winner is determined by total of all
strokes (points) for the entire game. Low score wins.

MATCH PLAY (Singles or Partners). Each individual hole is awarded to
the player or team with the lowest score on that hole. At game's end
the player or team with the most holes won takes the game.

BEST BALL (Partners only). Method of scoring for either Medal or Match
Play. Best score by either partner on a team is used as the team's
score.

NOTE: If you decide on Match Play or Best Ball game, you will need to
keep track of your scores on a seperate sheet of paper. The computer
does not keep score in this manner.


GAME TIPS
=========

(1) Be sure to CHECK YOUR CLUB - Check to make sure the golf club you
    want to use is displayed. When you are making final direction
    adjustment, the golf club can sometimes change accidentally.

(2) Always go to the Driving Range before starting. This allows you to
    get the correct timing on your swing.

(3) Remember that the wind can make a substantial difference to your
    shot, especially short irons and your pitching wedge.

(4) Try to avoid hitting your ball onto the edge of the green far away
    from the hole. The greens are large with downhill and uphill braks
    and if you are too far from the hole, you may require 2 putts to
    get to the hole. Remember: You MUST use your putter on the green.

(5) Be extra careful in judging distance over water. If your ball falls
    short and lands in the water, it'll cost you a distance penalty.

(6) Learn to use the hook and slice. They can be used to your advantage
    on difficult shots and when the wind is in play.


ADDITIONAL FEATURES
===================

DRIVING RANGE - To get the Driving Range press R when the 'Select
Player' screen appears. Exit by pressing /.

ABORT FEATURE - You can return to the 'Select Player' screen from
almost any point in the game by pressing /. This will cancel the game
in progress.

REPLAY FEATURE - If you wish to start over at the 1st hole without
changing names, etc., press P from the 'Select Player' screen.

AUTOMATIC DEMO - If left unattended for one minute the computer will
start the demo. You may start the automatic demo by pressing D from
the 'Select Player' screen.


TROUBLE SHOOTING
================

IF YOUR SHOTS HAVE NO POWER - Either you are releasing the button too
soon, too late, or not at all during the backswing. Press the button
to start the swing and hold it down until the club is at the top
(highest point) of the backswing and then release.

IF YOUR SHOTS CURVE BADLY LEFT OR RIGHT - You are not pressing the
button just as the club hits the ball. Re-read the section on "Swing
the Club and Hit the Ball" and practice your timing on the NOVICE
level.

(c) 1986 ACCESS Software Inc.

***********************************************************************

This compilation (c) 1988 U.S. Gold Ltd, All rights reserved.
Manufactured and distributed under license by U.S. Gold Ltd,
Units 2/3 Holford Way, Holford, Birmingham B6 7AX.
Copyright subsists on this program. Unauthorised broadcasting,
diffusion, public performance, copying or re-recording, hiring,
leasing, renting and selling under any exchange and repurchase
scheme in any manner is strictly prohibited.

*********

End of Project 64 etext Sports World '88 manual.

*********
