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INI File | 1992-08-19 | 22.8 KB | 584 lines |
- [FIXED BY RYGAR]
- The Humble Guy's HumbleDox Presents Espania '92 - The Games : Game Manual
-
-
- ESPANIA '92 - THE GAMES
-
- GETTING STARTED
-
- AMIGA 500, 600, 1500, 2000
-
- Insert disk 1 into drive A and turn on the computer, the program
- will then load automatically. Follow any on screen instructions for
- further loading. If you have any other disk drives, insertion of
- disk 2 into any other drive will prevent disk swapping.
-
- CONTROLS
- The game may be controlled by mouse, keyboard or joystick.
-
- KEYS
- Use cursor keys to move the mouse pointer.
-
- Use Space bar as the left mouse button.
-
- JOYSTICK
- Use Fire Button 1 as the left mouse button.
-
- INTRODUCTORY SCREENS
-
- After the credit screens you will be presented with the following:
-
- FLAG SCREEN
-
- The Games '92" is an international product and may be played in many
- languages.
-
- Move the mouse pointer to select the flag of the country denoting
- the language of your choice and "click on" the left mouse button.
- Once a flag is selected the screen will fade and the Country
- Selection Screen will appear.
-
- COUNTRY SELECTION SCREEN
-
- This screen allows you to select the country you wish to represent
- in "The Games '92". Moving the mouse pointer, select the country by
- clicking on the left mouse button. Once a country has been selected
- the screen will fade and the Category Selection Screen will appear.
-
-
- CATEGORY SELECTION SCREEN
-
- This screen depicts a display of the events that you will be able to
- select. At the corners of the screen are Icons representing the
- three major selections.
-
-
- Top left - A High Jumper - Track and Field
- Top Right - A Diver - Swimming and Diving
- Bottom left - A weight-lifter - Boxing, Wrestling, Judo and Fencing
- plus a return to DOS icon at the bottom right.
-
- Move the mouse pointer over one of the icons to select the category
- you desire.
-
- Once a category has been selected the screen will fade and an Insert
- Disk prompt screen will appear.
-
- DISK PROMPT SCREEN
-
- This screen displays the disk you need to insert in order to
- continue with your selection. Insert the appropriate disk and
- re-select the icon. Once selected this screen will fade and the
- Section Selection Screen will appear.
-
- SECTION SELECTION SCREEN
-
- This screen depicts the four choices available to you as follows:
-
- Top Left quarter depicts the Action Section
-
- Top Right quarter depicts the Statistics Section
-
- Bottom Left quarter depicts the Reference Section
-
- Bottom Right quarter depicts the Management Section
-
- In the centre of the screen the Category Selection icon is displayed
- from the previous selection screen.
-
- Moving the Mouse pointer over the section required and clicking on
- the left mouse button will select the relevant section.
-
- THE FOUR MAIN SECTIONS
-
- ACTION SECTION
-
- You may control an athlete in any of the available events, either
- practice or in actual competition.
-
- ACTION CONTROLS
-
- In the action sections the athlete can be controlled by keyboard,
- joystick or mouse.
-
- If you are using a joystick substitute a left joystick movement for
- a left cursor key, a right joystick movement for a right cursor key
- and Fire button 1 for space bar.
-
- If you are using a mouse substitute a left mouse button for a left
- cursor key, a right mouse button for a right cursor key and use the
- space bar as instructed.
-
- F1 pause / unpause
-
- ESC retire from current event
-
- The effect of the key depressions are directly connected to the
- timing of the athletes movement. To speed up the athlete, press the
- Lett cursor key when the athlete's left foot is on the ground and
- press the Right cursor key when the athlete's right foot is on the
- ground and the Up cursor key to jump.
-
-
- Listed below are the varlous events available.
-
- TRACK AND FIELD - 100m, 200m, 400m, 800m and 1500m.
-
- All races under 1500m start on blocks.
-
- The player has to qualify in two heats before the final.
-
- RELAY
- Relays are run at 4 x 400m and 4 x 800m. Athletes are disqualified
- if they drop the baton or they do not exchange the baton within a
- certain distance.
-
- In these running events your athlete's pace is dependant on
- co-ordinating the left and right key presses with appropriate
- foot-falls. During the relay race the athletes will exchange batons
- automatically.
-
- HURDLES
-
- Hurdles are run at 110m and 220m. An athlete is not penalised for
- knocking over a hurdle.
-
- STEEPLECHASE
-
- A 400m circuit has 4 steeples set on the track. The event is 800m
- and 1500m. These steeples are rigid hurdles with a ditch on one
- side. The technique for jumping over these steeples is different to
- jumping over the hurdles. Athletes tend to step on the hurdle to
- clear as much of the ditch as possible.
-
- In the two events above, in addition to the pace of the
- athlete you also control their jump by pressing the space bar.
-
- DISCUS
-
- To gain momentum, most athletes favour a spinning technique before
- releasing the discus.
-
- SHOT PUTT
- This event highlights sheer strength and power. Most athletes prefer
- a technique that involves a crouch followed by a forward lunge.
-
- HAMMER THROW
- The hammer which is similar to a shot on a chain, is
- launched after the athlete spins within a circle to gain momentum.
-
- In the Discus, Shot Putt and Hammer Throw your momentum is gained by
- co- ordinating left and right key presses with the appropriate tilt
- of the athlete. When you feel you have sufficient momentum you may
- execute the throw by pressing the space bar.
-
- JAVELIN
- The javelin is thrown after a short run. The athlete must not cross a
- marker before or atter the launch. To gain maximum distance the
- javelin is thrown at 45 degrees to the horizon.
-
- YOU must build up your athlete's speed as in the running events and
- press the space bar to release the javelin as close to the line as
- possible.
-
- LONG JUMP
- Athletes run to a marker and launch themselves forward feet first to
- land in soft sand without falling backwards.
-
- TRIPLE JUMP
- Athletes atter a short run, must "hop" then "skip" before the final
- jump. Measurements are taken from the point of the "hop". This event
- is for men only.
-
- During he run-up to the jump you must build your athlete's speed as
- in the running events. It you are competing in the Long Jump press
- the space bar when your athlete is close to the second white line.
- If you are competing in the Triple Jump you must start your jump at
- the first white line.
-
-
- HIGH JUMP
- After a short run, the athlete can use any method to clear the bar.
- Many athletes favour the "Fosbury flop" which requires the clearance
- of the bar using a backwards jump.
-
- POLE VAULT
- After a long run athletes aim to engage their compound fibreglass
- pole into a rut, before launching themselves. using their momentum
- and the flexing of the pole to clear the high bar.
-
- During the run-up you build your athlete's speed as in the running
- events. When you feel you are close enough to the jump press the
- space bar. In the High Jump this will commence the jump, whilst in
- the Pole Vault the pole will start to lower. When you feel your
- athelete is high enough to clear the bar and the athelete will
- either 'flop' or release pole.
-
- SWIMMING AND DIVING
-
- FREE STYLE
- Races are swum at various distances i.e. 100m, 200m, 400m and 800m.
- The swimmers dive from blocks and can use any style. The timing of
- the turn is very important in these races.
-
- BREAST STROKE
- The breast stroke is swum at 100m, 200m and 400m distances. Again
- the turn can prove vital in the winning of this race.
-
- BACK STROKE
- The back stroke is started with the swimmers in the water with a
- "push" start from the side. The turn is more difficult in this event
- as the swimmer must twist and turn underwater.
-
- BUTTERFLY
- The butterfly is swum at 100m, 200m, and 400m distances. The timing
- of the turn is very important in this race.
-
- RELAY
- There are 4 x 100m and 4 x 200m medley relays with the first leg of
- the relay being the back stroke. The butterfly, breast stroke and
- freestyle legs of the relay are swum from a diving start. The
- subsequent swimmers cannot leave the blocks until the swimmer in the
- water has touched the side
-
- The speed at which the athletes swim is determined by your
- co-ordination of left and right key presses with the appropriate arm
- movement. When the athlete reaches the turn you must press the space
- bar when you feel the athlete is at the wall.
-
- DIVING
- Six judges give ratings to each diver. Points can be lost for
- hitting the water at an incorrect angle and gained for style and
- also for the number and timing of the somersaults done during the
- dive.
-
- You may commence your dive by pressing the space bar. Once your
- diver starts to descend press the space bar to move into the tuck
- position. Pressing lett and right will cause your diver to rotate.
- Pressing the space bar will make your diver straighten out ready for
- entry into the water.
-
- BOXING, WRESTLING, JUDO AND FENCING BOXING
- Six judges give points over 3 rounds. Between 0 and 10 points are
- awarded and the winner is the boxer with the highest amount of
- points or with a knock-out. One round is one minute in duration.
- There are various weights of contestant from light flyweight to
- super- heavyweight. Light Flyweights being 48kg and super
- heavyweight being over 91 kg.
-
- The boxer is moved left and right with the appropriate keys. If
- RETURN is pressed whilst the left key is also pressed, he will
- punch. If RETURN is pressed with the right key he will block.
-
- WRESTLING
- Each bout consists of 2 x 3 minute rounds. As a match progresses
- contestants score points as a result of successful holds, positions
- of advantage and near throws. If the six minute mark is reached
- without a fall, the wrestler with the most points is declared the
- winner. Each man is then assigned a certain number of penalty
- points for the match mainly due to passivity or lack of
- aggresslveness. If a wrestler accumulates six or more bad points he
- is eliminated from the tournament.
-
- JUDO (MENS ONLY)
- Points are awarded for successful throws. Preliminary matches are 6
- minutes, semi finals 8 minutes and finals 10 minutes. The winner
- will have the most points awarded by a referee and two judges. The
- more technically difficult the throw, the higher the points awarded.
- Bantam weight is 60kg which is the lowest and the highest category
- is heavyweight over 95kg.
-
- Move left and right using the left and right cursor keys and press
- RETURN to gain an advantage over your opponent. Use different
- combinations of the four cursor keys to select one of eight possible
- moves. If your opponent has the advantage, press RETURN to break
- free.
-
- In Judo and Wrestling the aim is to force your opponent sufficiently
- off- balance to allow you to throw him. Pushing the left key will
- start to push your opponent off balance. If the opponent executes a
- counter move before you can execute another push, he will regain his
- balance. If your opponent, pushes you, you must execute a counter
- move by pushing the right key before he executes another push. This
- process is repeated until one, opponent completely loses his
- balance.
-
- FENCING (MEN AND WOMEN)
- There are three events in fencing - sabre, foil and epee. Fencing
- consists of a series of set moves. The winner is the fencer who
- scores the most number of hits against his opponent. There are three
- coloured lights to indicate hits. Green and red lights indicate
- individual hits and the white light indicates a simultaneous hit
- when points are divided between the fencers.
-
- Pushing the left key will cause your athlete to lunge towards their
- opponent. If you push the left key again your athlete will follow
- through with a thrust, or if you push with the right key your
- athlete will retreat. If your opponent thrusts at you, you may push
- the left key to perform a parry. If this is successful then pushing
- the left key will follow through with a riposte; or pushing the
- right key will allow you to retreat.
-
- ACTION SECTION
- At the top left of the screen is an graphic inset of the Athlete you
- have chosen, (Kiri Kimboto has been chosen as a default).
-
- At the top right of the screen is a status panel displaying
-
- Name of Athlete
- Country of origin
- Manual or Automatic control of movement
- Practice, Heat or Final
- Men's or Women's Event
- The event itself
-
- In the middle of the screen at the top are four icons. Moving the
- mouse over these icons and clicking on the left mouse button will
- select the following :
-
- Top Left Icon selects practice mode
-
- Top Right Icon selects enter competition mode
-
- NB Competition Mode may only be selected when the date is correct
- for that event. See Management Section.
-
- Bottom left Icon - The Starting pistol - starts the event
-
- Bottom right Icon selects return to last selection screen.
-
- At the bottom of the screen is a further row of icons. These icons
- "roll" left and right when clicking on the minus and plus icons
- respectively. The icons depict all the events for the disk you are
- using. The bright icons depict the events that the athlete you have
- chosen is particularly good at. You cannot select an event that the
- athlete is not trained for.
-
- Once you have decided which event you wish to participate in, move
- the mouse pointer over the bright icon and press the left mouse
- button. The event should now be displayed in the top right
- information box.
-
- If this is the first time you have played The Games '92 you will now
- be in practice mode and manual control. If you select the starting
- pistol, the event * you have chosen will be loaded and Kiri will
- appear on the track ready to practice.
-
- ACTION DISPLAY PANEL
- At the top of the action screen there are important features
- displayed that will help your performance. At the top left there is
- a graphic inset of your chosen athlete, in the middle, the time or
- distance that you have achieved. At the far right there is a
- lightening icon in which the horizontal line depicts the power
- output of the athlete, i.e. how good you are at synchronising the
- cursor key depressions with the athlete. The higher the horizontal
- line the better your synchronization. To the left of this display is
- a plus/minus icon. This depicts the athlete's stamina, an indication
- of the athlete's fitness. To the left of this display is your
- current position super-imposed on the event icon.
-
- PRACTICE, HEATS AND THE FINAL
- Unless you have been into the Management Section you will not be
- able to compete in any event. The actual events take place on
- specific dates. identical to the dates of the Olympic games held in
- Barcelona. Without advancing the date all you can do is practice.
- But practice makes perfect.
-
- Once you have trained the athlete and looked in the diary (See
- Management Section) you may take part in the Heats (of which there
- are two) and hopefully win a medal in the Final.
-
- STATISTICS SECTION
- Selecting the Statistics section allows you to browse through
- achievements of yesteryear. At the top of the text is the event and
- listed below are the timings or distances achieved by athletes since
- the Olympics began.
-
- The icons shown function as follows:-
-
- The far left icon, that of the printer, allows you to print out the
- "file" you have on screen.
-
- The icon to the right is that of leafing backwards in a book, this
- simply depicts going back a page.
-
- The icon in the middle depicts the disk you have selected i.e. Disk
- one Track and Field, Disk Two Swimming and Diving or Disk Three,
- Boxing, Fencing, Wrestling and Judo.
-
- The icon to the right is that of going forward a page.
-
- The icon on the far riaht is that of going back to the last screen
- selection.
-
- REFERENCE SECTION
- This section operates in a similar way to that of the statistics
- section. This section contains information about the following:-
-
- The Olympic games since they began
- Information about the Games in Barcelona 1992
- Information about the events, the people and the evolution of the
- modern games.
-
- The icons at the bottom of the first screen you see are as follows:-
-
- The icon on the far left is a Coliseum icon. Selecting this icon
- will allow you to view pictures and information about the current
- Games in Barcelona.
-
- The icon on the right is the Olympic torch, selecting this icon will
- allow you to view information about the generic history of the
- Olympic Games since they began in 1896.
-
- The icon to the right is an icon depicting the disk you have
- selected, i.e. Track and Field, Disk One, Swimming and Diving, Disk
- Two and Wrestling, Boxing, Judo and Fencing Disk Three. Selecting
- this icon will give you specific information about the chosen disk
- events through history.
-
- The icon to the far right is the now familiar return to the last
- screen.
-
- Selecting either the Coliseum, Flames or Disk Icon will change the
- icons at the bottom of the screen as follows:- The icon at the
- far left depicts a printer, selecting this icon allows you to print
- the "file" you are currently looking at.
-
- The icon to the right of the above is that of an open book and
- depicts going back a page.
-
- The icon to the right of the above is a minus sign. Some of the
- "files" contained in this section are more than one screen in size.
- Selecting either the plus or minus will allow you to browse through
- the files. The icon to the right of the open book displays the date
- of the current event. The icon on the far right will take you back
- to the previous screen.
-
- MANAGEMENT SECTION
- Selecting the management section will allow you to train your
- selected athlete to the peak of physical fitness.
-
- OFFICE SCREEN
- Your office is fully equipped with all you need to train and manage
- your athletes to win Gold Medals in the Games. Moving the mouse over
- to the door on the left and clicking the left mouse button will
- allow you to return to the previous selection screen. Selecting the
- middle door will allow you to enter the Medical Room.
-
- Selecting the right hand door will allow you to enter the gym.
-
- Your desk has some very important features also. There is a diary.
- Moving the mouse pointer onto the diary and clicking the left hand
- button will open the diary and allow you to peruse the activities
- leading up to and including the Games themselves. On the diary page
- you will see three icons, the top right con depicts next page. The
- middle icon depicts the previous page and the bottom icon to return
- to the last screen. Also on your desk is a '92 pad. Selecting this
- pad shows you the medal winners to date.
-
- Other features in the office are also very important. Selecting the
- top drawer of the filing cabinet allows you to review the gallery of
- athletes. Double clicking on an athlete will reveal information on
- the athlete and preferred events. The bottom right icon will return
- you to the last screen.
-
- Clicking on the clock will advance the time by one hour. Clicking on
- the calendar will advance the day by one day.
-
- MEDICAL ROOM
- Once you are in the medical room, you will be able to assess the
- fitness of the athlete you have chosen. By moving the mouse on to
- the Doctor anc clicking the lett hand mouse button. the doctor will
- advise on the fitness of the athlete and recommend a work-out and
- practice regime. Moving the mouse pointer onto the Cardiovascular, E.
- C.G. machine and clicking the left hand mouse button, will reveal
- the stamina level of the athlete.
-
- The door on the lett hand side on the screen is the exit back to
- your office. Move the mouse pointer over the door and click on the
- left button to exit.
-
- THE GYM
- Once you are in the gym, you are able to set a work-out schedule.
- Click on the body of the athlete and watch the exercise. The initial
- click will set the athlete to work-out everyday for one hour.
- Subsequent clicks will advance bl the time in the gym by one hour.
- Once this is set, it is assumed that the athlete will train at this
- level every day until the Games commence.
-
- The door on the left hand side on the screen is the exit back to
- your office. Move the mouse pointer over the door and click on the
- left button to exit.
-
- FUN CLICK-ONS
- You may find areas of the Office, Gym and Medical room that react to
- the mouse pointer and selection. Try and see what you can find!
-
- HINTS AND TIPS
-
- 1. Don't panic.
-
- 2. If you are lost somewhere in the hierarchy just select the last
- screen/page icon found mainly at the bottom right of the screen to
- return from whence
-
- 3. You may only compete in the Heats and Finals on the specific date
- of that Heat or Final. Consult your diary and calendar.
-
- 4. In the swimming events as the athletes approach the turn they
- will go under water. You have to judge when they are in the right
- position to execute the turn - practise will help you achieve
- this.
-
- 5. While your boxer is executing a punch if you release the space
- bar he will return to the normal stance. Use this to create feints
- and confuse your opponent.
-
- THE GAMES '92
-
- THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND
- MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE
- INSTRUCTIONS FOR LOADING CAREFULLY.
-
- This game has been tested and checked for viruses. Please do not use
- any form of disc utility with any Ocean product as it may corrupt
- the data and render the disc unusable
-
- NOTE: PLEASE CHECK THE READ.ME FILE FOR ANY LAST MINUTE ADDITIONS OR
- CHANGES.
-
-
-
-
-
-
- Fixed by Rygar.,.. Watch for the ALL-espa.doc soon! hah hah hah
- Greets to BASER EVIL PAZZA 2LAME SCOOTER ALLIANCE LOONS
-
- /\ /\
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- / \__/ \/\ /____/ \_/ // \_/ / / \ // /
- / \ \_/ // / / / // /
- \_____________/____________________/ \___________/ \____/| //______/
- BEYOND PARADISE /\ |/
- ___________ /\ ___________ /\ |\ ______ // \_____________________
- \ \/ \ / \/ \| \\ \ \ / / /
- \ _ / \/ / \ \\ \/\\ / / /
- /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/
- / \\ / \ / __/ \ \\ \ \/\\__ \ __/
- / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___
- / / / \ /\ \ \ // / / \\ /\_/ /
- \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/
- \/ \/
- ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * )
- * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over)
- * 2 1 2 - 8 8 8 - 6 2 3 9 *
- * 2 1 2 - 8 8 8 - 6 7 4 6 * (Dual Standard)
- ->4<- NODES / 1,300 Megs / 68030 40MHz
- -*- We KEEP all console wares online forever -*-
- -*- First In The World With All Crystal Cracks! -*-
-