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- The Humble Guy's HumbleDox
-
- Presents
-
- International Sports Challenge Complete Game Manual
-
-
-
- International Sports Challenge
-
- CONTENTS
-
- GETTING STARTED 3
-
- THE OLYMPIC SPIRIT 5
-
- THE MARATHON 9
- A Historic Start 11
- The Rules 11
- Running the Computer Marathon 12
- Scoring and Controls 13
- Runner 1 Training Schedule 15
- Runner 2 Training Schedule 16
- Runner 3 Training Schedule 17
- Runner 4 Training Schedule 18
-
- DIVING 19
- The Rules 21
- Dive Groups 22
- Dive Components 23
- Competing in the Diving Competition 24
- Scoring and Controls 24
-
- SHOW JUMPING 25
- Equestrian Origins 27
- Course Layout 28
- Fence Types 30
- Competing in the Show Jumping 31
- Scoring and Controls 31
-
- SWIMMING 33
- The Rules 35
- Pool Layout 35
- The Strokes 37
- Competing in the Swimming 39
- Scoring and Controls 39
-
- CYCLING 41
- Background 43
- The Rules 43
- Competing in the Cycling 45
- Scoring and Controls 45
-
- SHOOTING 47
- Background 49
- Rapid Fire Pistol Shooting 49
- Running Game Target (Boar Shoot) 50
- Clay Pigeon Shooting 51
- Skeet Shooting 52
- Trap Shoot 53
- Firearms 54
- Competing in the Shooting 55
- Scoring and Controls 55
-
-
- Making a Backup
-
- The disks are not protected to enable you to make a copy for your own
- personal use.
-
- Remember that copying games for your friends is a crime.
-
- Before you make a copy, ensure that the original disks are
- write-protected by either attaching a write-protect strip (5.25"
- disks) or opening the write-protect notch (3.5" disks).
-
- When you have made this backup copy, store the originals in a safe
- place and only use them to make a new copy if anything goes wrong. If
- you are unsure how to copy a disk, read your computer user guide.
-
- Loading
-
- IBM PC & Compatlbles
-
- Insert your operating system disk and wait until you see the DOS
- prompt on your screen. Now insert your copy of International Sports
- Challenge disk 1 and type SPORTS <ENTER>.
-
- The game will then load and you will be asked to enter details of
- your desired system set-up. Simply follow the on-screen prompts. You
- will then enter the copy protection stage.
-
- Commodore Amiga
-
- Turn your computer on and insert a copy of the International Sports
- Challenge disk 1 (Users of A1000 machines should load Kickstart
- first).
-
- After a few moments the introduction will load and play through and
- you will then enter the copy protection stage.
-
- Atari ST
-
- Turn your computer on and insert a copy of the International Sports
- Challenge disk 1. After a few moments the introduction will load and
- play through and you will then enter the copy protection stage.
-
- Commodore C64/1Z8
-
- Cassette: Put the game cassette Into your datacorder and ensure that
- it Is fully re-wound. Now simply press SHIFT & RUN/STOP together.
-
- Disk: Insert the game disk into your drive and type LOAD "*",8,1
- <RETURN>. The game will automatically load.
-
-
- Hi-Scores
-
- These are saved to disk only if you have played the full game,
- otherwise each event has a replay feature where you may practise an
- event to improve your play. At the end of an event you will be
- prompted with REPLAY (Y/N). Use the keyboard to select either Y for
- more practise or N to continue the game.
-
- Playing the Game
-
- The game is a multi-sports simulation for 1-4 players with an
- incredible depth of gameplay. The game is played primarily using a
- joystick (in port 2 on Amiga and ST) with the mouse (in port 1)
- providing an alternative control method in certain events
-
- You can choose to play from 1 to 4 players and you must enter the
- names of each using the keyboard followed by RETURN. When you have
- finished entering the last name, press <RETURN>
-
- You can also select which events you play using the joystick. Up and
- Down highlights the events and fire will select. When you are happy
- with your selection, click on OK at the bottom of the screen and the
- game begins.
-
- NOTE: The marathon is only selectable if you are playing all of the
- events as It provides a link for the whole game. If you are playing
- on a 1Mb Amiga or ST then the marathon Is stored permanently in
- memory.
-
- THE OLYMPIC SPIRIT
-
- Records of ancient Olympic games date back to nearly the 9th century
- B.C., but there is good reason to believe that similar events existed
- as much as four centuries before that. The ancient games were held
- every four years in Olympia, which lies on the Ells plain on the
- banks of the river Alpheus, Greece.
-
- Although the stabs of this region were almost continually at war
- during these early days, Olympia was seen as a neutral place during
- the games thus giving an early start to the Olympic spirit.
-
- Contrary to the modern day Olympic spirit though, women were not
- permitted to attend the games either to compete or spectate.
- Although some women almost certainly attended in disguise, if caught
- they faced almost certain death.
-
- Initially there was only one event, known as the Stage race, which
- was 192.27 metres long. However, other events soon followed with the
- two stade and the 24 stade being introduced in the 7th century B.C.
-
- In 708 B.C. the Pentathlon was introduced and consisted of discus,
- javelin, jumping, running and wrestling.
-
- Numerous other events also appeared including chariot racing and
- boxing. As the games developed, success in the games became very
- important not only for the competitors but also for the towns and
- cities where they were born.
-
- Officially, the winners of each event were rewarded with a crown of
- olive leaves, but it was often the case that financial rewards were
- also given by the homestates of the victors.
-
- Over the next six centuries, Olympia became famous the world over,
- but ultimately the success the games became its downfall. The
- importance of winning and the rewards to be gained led many cities
- to enter professional athletics and even to bribe judges and
- officials.
-
- The dawn of Christianity also contributed to the decline of the
- games as both the religious and physical background of the games were
- questioned.
-
- In 393 A.D., after many turbulent years, the games were finally
- banned by Emperor Theodosius, and the site of Olympia eventually
- destroyed over the following centuries by earthquakes, floods and
- foreign invaders.
-
- It wasnt until the 17th & 18th centuries A.D. that the Olympic idea
- began to surface again. During this period great interest was shown
- for Ancient Greek history including the references to those ancient
- Olympic games.
-
- In Britain the Cotswold Olympic games were founded in 1636 and in
- 1850 the much Wenlock Olympics in Shropshire were formed by Dr
- William Brookes. However, it is generally recognised that the true
- founder of the modern day games is Baron Pierre de Coubertin who
- publically proposed the idea in 1892.
-
- Some 1500 years after the banning of the ancient games, the modern
- Olympics were born.
-
- After spending three and a half years seeking support, Baron
- Coubertin initiated the first modern day Olympic games, which were
- held in 1896 in Athens. Although the performances of the competitors
- was only average compared to recent times, the games were a great
- success.
-
- Fittingly, the Greek spectators were rewarded for their support when
- the marathon was won by fellow countryman Spyrldon Louis.
-
- The second games were held in Paris in 1900, but despite being
- Coubertins hometown, the games were a disaster. They were held as
- part of the World Exhibition of that year, and suffered from bad
- organisation and very poor attendance with the events spread out
- over some five months.
-
- The games In 1904 were also a failure due to a political dispute
- concerning the siting of the games. The final decision by President
- Roosevelt to hold the games in St Louis proved to be an awful
- mistake.
-
- 1906 saw the only Interim or Intercalated games ever to be held,
- which were Intended to boost the Olympic movement after the problems
- of the two previous games. The event was staged in Athens and as
- before the Greeks showed tremendous enthusiasm and filled the marble
- stadium to capacity.
-
- The Olympic games of 1908 were held in the White City Stadium,
- London and were by far the best yet The brand new stadium boasted an
- athletics track a 600 yard banked concrete cycle track and a giant
- 100m swimming pool.
-
- 1912 saw the first use of electronic timing and a public address
- system as well as the introduction of a new event, the modern
- pentathlon. Soccer too was given a tremendous boost when 25,000
- spectators watched Britain beat Denmark 4-2 In the final.
-
- The 1916 Olympic games were not held due to the outbreak of the 1st
- world war.
-
- 1924 saw the first Winter Olympics, which were held before the
- summer games in Chamonix, Mont Blanc. This set the president for all
- future Olympic games, with winter and summer events split into two
- separate meets.
-
- Obviously after the outbreak of World War 2 in 1939, both the 1940
- and 1944 Games were cancelled.
-
- In 1948, Britain was given the difficult task of organising the
- first games after the war. Despite the fact that food and clothing
- were still on ration, and the economy and infrastructure ravished by
- 6 long years of war, the organisers were successful. Wembley stadium
- was chosen for the track and field events with a temporary running
- track laid, and the watersports events held at Henley. The event
- also saw the first participation of communist competitors, and the
- use of photo finish equipment
-
- Since then 10 more summer games have been held in as many countries.
- During this time the games have seen historic world record attempts,
- boycotts and political disputes, drug testing and even a number of
- fatalities, but despite this, the Olympic spirit has always won
- through.
-
- Here follows a list of the modern day Summer Olympic locations :
-
- Year Venue Year Venue
- ----------------------------------------------------------------
-
- 1896 Athens, Greece, The first modern day Olympics
- 1900 Paris, France 1904 St Louis, USA
- 1906 * Athens, Greece 1908 London, England
- 1912 Stockholm, Sweden 1916 Cancelled
- 1920 Antwerp, Belgium 1924 Paris, France
- 1928 Amsterdam, Netherlands 1932 Los Angeles, USA
- 1936 Berlin, Germany 1940 Cancelled
- 1944 Cancelled 1948 London, England
- 1952 Helsinki, Finland 1956 Melbourne,Australia
- 1960 Rome, Italy 1964 Tokyo, Japan
- 1968 Mexico City, Mexico 1972 Munich, W.Germany
- 1976 Montreal, Canada 1980 Moscow, USSR
- 1984 Los Angeles, USA 1988 Seoul, South Korea
- 1992 Barcelona, Spain 1996 Atlanta, USA
- 2000 The venue of this historic year is yet to be confirmed.
- * Special Intercalated games.
-
-
- THE MARATHON
-
- A Historic Start?
-
- The marathon is said to commemorate the legendary run by
- Pheidippides, who carried the news of victory over the Persians to
- Athens in the bane of Marathon 490 the Greek historian Herndotus
- wrote about the Battle of Marathon
-
- Some 600 years later, no reference was made to Pheidippides's fatal
- run, and so it must remain a legend. It is also interesting to note
- that the longest recorded race to be included in this ancient Greek
- Olympics was 4800 metres, no where near the distance Pheidippides
- ran.
-
- The marathon was first introduced as an Olympic event in 1896, and
- was run over a distance of 40km.
-
- The now standard distance of 26 miles, 385 yards (42.195km), first
- run in the 1908 Olympic games in the United Kingdom, was the recorded
- distance ran from Windsor to the White City Stadium.
-
- The Rules
-
- The marathon is 26 miles, 385 yards or 42.195km in length.
-
- The great majority of marathons are run on specially selected routes
- on public roads, with the start and finish usually situated at a
- place of special interest or significance. In an Olympic event, the
- start and finish are usually In the arena with the rest of the race
- made-up on public roads.
-
- Only approved refreshments may be used during the event and only at
- official refreshment stations. These are sited at the 7 mile (11km)
- point and then at every 5 mile (5km) Interval. No additional
- refreshments are allowed.
-
- Sponging points supplying water only may be situated between the
- refreshment stations. Distance markers, both in miles and
- kilometres, must be sited along the routes for the benefit of the
- competitors. During the race, a competitor must leave the race if
- ordered to do so on medical grounds.
-
- Running the Computer Marathon
-
- The marathon is a strategy based event Each player must select a
- runner (refer training schedules of all 4 runners on pages 15-18) for
- the race before setting the 26 miles 385 yards to glory, failure or
- even exhaustion.
-
- Each player will then have the chance to adjust his/her runner by
- modifying variables such as speed, effort, rhythm and choice of
- refreshment whilst monitoring external effects such as weather
- conditions. Mastering this event requires a lot of forward planning:
- don't break too soon but don't let anyone else get too far ahead
- either.
-
- The marathon is the link event between all other events and after
- each of these the marathon is returned to and the above procedure is
- repeated.
-
- Olympic Records Men: 2:09:21 Carlos Lopes (Portugal)
- Women: 2:24:52 Joan Benoit (U.S.A.)
-
- World Records
-
- Men: 2:6:50 Belayneh Dinsamo (Ethiopia)
- Women: 2:21:6 Inorid Kristiansen (Nor)
-
- Most Participants
-
- New York City marathon in 1989, 24,588 participants
-
- Marathon Sub-Screens
-
- The first screen that appears in the marathon is a side on view of
- player 1's runner, with relevant statistics at the bottom of the
- screen. Moving the mouse or joystick pointer down to this text line
- brings up a list of 5 subsidiary screens available to the player.
-
- These are selected by pointing to the desired option and pressing
- the left mouse button or fire on the joystick.
-
- The Options
-
- RUNNER
-
- Selecting RUNNER from any screen other than the option screen itself
- will bring up the options to the player. On this screen information
- is displayed about the runner on the right hand side and variables
- that can be modified on the left.
-
- More information on the runner appears at the bottom of the screen
- if the pointer is moved towards the top portion of the screen.
-
- If the icon is selected on the option screen, then the screen
- returns to the main scrolling view of the race itself.
-
- Variables that can be modified are as follows:-
-
- Effort can be increased or decreased by clicking on the + and -
- boxes at either end of the gauge. This has the effect of increasing
- or decreasing the speed of the runner.
-
- Speed allows for a more dynamic modification, giving the same effect
- of changing the runners speed. When selected the player has 15
- seconds in which to waggle the Joystick/mouse left and right. The
- faster this is done, the faster the runner will run.
-
- Rhythm allows the player to run more efficiently by establishing a
- good stride and breathing pattern. Click on the rhythm gauge and then
- move the mouse or joystick left and right to move the rhythm bar
- towards the double arrows.
-
- When the bar reaches the arrows they will switch to the other end of
- the scale and the bar must be moved in the opposite direction. The
- speed of movement of the bar is increased as rhythm is improved so
- that the left/right movement must be accelerated accordingly. When
- the heart appears in place of the bar press fire (or the left mouse
- button) to establish a good breathing pattern.
-
- Slipstream is not directly modifiable as the effect is only noticed
- if your runner is closely following another competitor.
-
- REFRESHMENT
-
- This screen allows you to select your desired action at the next
- refreshment stop. The distance to go is displayed at the top of the
- screen and you may select to DO NOTHING, TAKE WATER, TAKE GLUCOSE or
- TAKE SPONGE simply by clicking on the relevant area which will then
- be highlighted. Notice that the statistics are still displayed on
- the right hand side of the screen to assist you.
-
- SPLIT TIMES
-
- This brings up a screen displaying the split times at every 10km
- break point for all six runners plus a projected finishing time for
- each.
-
- Scoring
- The scoring for the marathon is based purely on finishing time.
-
- The Controls
- Use the mouse/joystick to select different screens or icons. When the
- runner is in view select the icons at the bottom of the screen to
- bring up other information.
-
- Speed us adjusted by waggling the mouse/joystick left and right; the
- faster you waggle, the faster you run.
-
- Rhythm is slightly more subtle; move the joystick/mouse left and
- right waiting each time until the arrows shift to the other end of
- the scale. Press the fire button when the heart appears to maintain
- efficient breathing.
-
- Effort is modified simply by the icons provided and refreshment can
- be selected on the seperate refreshment screen.
-
- WEATHER
-
- The weather status allows you to keep an eye on such factors as wind
- speed, temperature and humidity.
-
- This will enable you to select the very best course of action for
- the race. Note that the weather Is different every time you play the
- game.
-
- ROUTE MAP
-
- The map displays an overhead view of the whole course including
- contours, forests, bridges, etc. All of the runners are displayed as
- small white dots with the currently selected runner highlighted by a
- small circle.
-
- DIVING
-
- The Rules
-
- Diving is separated into 4 separate events; men's springboard,
- women's springboard, men's platform and women's platform. Within
- these main events, a number of different dives must be completed by
- the competitor.
-
- All competitors must give a list of the selected dives they wish to
- perform in the competition. This must be handed to the competition
- secretaries at least 24 hours before the start of the competition.
-
- Preliminaries are normally held if there are more than 12
- competitors, with the top twelve scorers going through to the final.
- For springboard events, the men must complete eleven dives and the
- women ten. Platform or highboard events consist of ten dives for men
- and eight dives for women.
-
- Men's Platform
-
- Ten different types of dives must be completed, 4 of which must be
- chosen from groups whose total degree of difficulty must not exceed
- 7.6 and six from other groups without a limit to the degree of
- difficulty.
-
- Men's Springboard
-
- Eleven different dives must be completed, 5 of which must be chosen
- from groups whose total degree of difficulty must not exceed 9.5, and
- 6 dives from other groups without a limit to the degree.
-
- Women's Platform
-
- Eight different dives must be completed, 4 of which must be chosen
- from groups whose total degree of difficulty must not exceed 7.6, and
- 4 dives from other groups without a limit to the degree of
- difficulty.
-
- Women's Springboard
-
- Ten different dives must be completed, 5 of which must be chosen from
- groups whose total degree of difficulty must not exceed 9.5, and 5
- dives from other groups without a limit to the degree of difficulty.
-
- There are guidelines specified for every part of a dive, from the
- starting position, elements and through to the entry, and the
- competitor will score higher marks the closer he is to these
- guidelines. There are usually 5 or 7 judges present to mark each
- dive made by each of the competitors.
-
- Each dive is composed of three components, Starting position, the
- elements performed in flight and the entry. Each of these components
- can be performed In a number of ways, and the diagram gives examples
- for each.
-
- The Starting position can be either from a (i) forward, (Il)
- backward or (iii) handstand position. Additionally forward takeoffs
- may be taken from a stationary or running start.
-
- The elements performed In flight may be (Iv) straight, (v) with
- pike, or (vi) with tuck. A somersault may also be incorporated with
- the competitor holding a straight position for half a somersault.
-
- Finally the entry, must be completed in either a (vii) head first
- position or (viii) feet first position.
-
- A dive Is only considered completely finished when the whole body is
- under the water.
-
- Points range from 0 to 10 in steps of 0.5 and must be awarded
- according to the following scale;
-
- 0 Fail
- 0.5-2 Unsatisfactory
- 2.5-4.5 Deficient
- 5-6 Satisfactory
- 6.5-8 Good
- 8.5-10 Very good
-
- Secretaries record all the marks and then work out the final score
- for each competitor. For a five Judge panel, the highest and lowest
- marks are cancelled, the remainder totalled and multiplied by the
- degree of difficulty to give the score for the dive. For a 7 Judge
- competition the result is further multiplied by 0.6. This allows
- comparison of score to that of a 5 Judge competition.
-
- The overall result is decided upon the competitors score in the
- final, the highest score wins the competition. If two divers get an
- equal score, a tie is declared.
-
- Competing in the Diving Competition
-
- Each of the diving events consists of 4 dives, the 1m springboard,
- the 3m board, the 5m board and the medley which is made up of one 1m
- dive, one 3m dive, and two 5m dives.
-
- All 88 dive compositions have tariff ratings that indicate their
- degree of difficulty; although dives with a higher tariff are
- harder, they do enable the player to score more points if they are
- executed well.
-
- Not only can players select DEMO mode for each dive to see how it
- should be done, but they have the option of having 0-3 practice
- dives, although these will reduce the scoring potential on the dive
- that actually counts.
-
- The Most Medals
- 5 medals won by Klaus Dibiasi, Austria
-
- High Dive Records
- Men: 176'10" (53.9m) Olivier Favre, Switz.
- Women: 120' 9" (36.80m) Lucy Wardle, USA
-
- Highest Score
- Greg Louganis scored 754.41 points for an 11
- dive springboard event, in the 1984 Olympics
-
- Scoring
- Each dive is scored in three parts; for start, elements and entry.
- The final score is displayed alongside a maximum acheivable score
- for that particular dive.
-
- The Controls
- Press fire once to start the dive. Ring A will then pulsate to
- indicate the power at the start of the dive. Pressfire again with
- the ring at maximum size to launch yourself into the air.
-
- The inner ball, B, will move around the circle. Move the outer ball,
- C, moving the joystick (left=anti-clockwise, right=clockwise) to
- follow the path of B to complete the desired elements.
-
- Note that you must move C to the full extent of B in each direction
- before moving to the next element. Select DEMO for a demonstration
- of the dive by the computer if you are unsure.
-
-
- SHOW JUMPING
-
- Equestrian Origins
-
- The origins of horse-riding dates back to around 3000 B.C. according
- to Persian engravings of that date. The earliest horse Jumping
- competition was held in the Agricultural Hall, London in 1869.
-
- In 1912, equestrian competitions were added to the list of Olympic
- events.
-
- The Rules
-
- Showjumping is designed to boast the skill and agility of both rider
- and horse, over a pre-defined course of obstacles.
-
- There are many different kinds of fences or obstacles ranging from
- the simple parallel poles to elaborate stone walls, and can be
- grouped into 4 main categories; Straight, Multiple, Spread and Water
- jump.
-
- A course must be designed so that in metres, the length from start to
- finish is no more than the number of fences multiplied by 60. The
- fences are sequentially numbered to show the jumping order and are
- given a red flag on the right and white flag on the left. These mark
- the boundaries of the fence.
-
- A plan of the final course must then be made available to the
- competitors giving precise details of all aspects of the
- competition. This includes the layout of fences, start and finish
- points, any special route to be followed, the marking system to be
- used, course length and any time limits imposed. Competitors are
- also able to walk the course on foot prior to the competition.
-
- The arena in which the competition is to be held is fully enclosed
- and ail entrances and exits shut whilst a horse is jumping. Marking
- for each competitor is dependent on the type of competition being
- held and the result is decided upon either the lowest number of
- faults, the highest number of points or the fastest time with the
- lowest number of faults. The jumping order is decided upon a simple
- draw, and when called the competitor must enter the arena already
- mounted and wait at the start line until he is given the starting
- signal.
-
- When signalled to start the rider must then jump the fences in the
- correct order following any predetermined route. Penalties will be
- given for knocking down fences, refusals, jumping a fence out of
- order or deviating from the course.
-
- There are two different methods of scoring show-lumping
- competitions, the most common is shown in table A. The other method
- is used for hunting competitions and Is shown in table B.
-
- There are 6 types of fault which will Incur a penalty; Knocked down
- or dislodged obstacles, Refusals, Falls, Resistance, Running out and
- Deviations, and there are clear rules governing each.
-
- Penalties for knocking down an obstacle will be Incurred if the
- rider or horse dislodges any part of the fence or obstacle. If an
- obstacle comprises of more than one element in a vertical plane, the
- knocking down of the top element only is penalised. In the case of
- an obstacle comprising of multiple parts or elements not in one
- vertical plane, such as a wall, the competitor Is given only one
- penalty no matter how many element he dislodges.
-
- Either horse or rider can fail. A rider will be considered to have
- fallen if he has to remount or get back into the saddle. A horse will
- have fallen if its shoulder and quarters have touched the ground or,
- the obstacle and the ground. If a fall Is combined with any other
- fault, both penalties are added together.
-
- The following faults are penalised as a disobedience;
-
- A refusal is considered when a horse stops in front of the fence to
- be jumped for a period of time or steps back a single step. If the
- horse makes a standing jump immediately after stopping it is not
- considered a refusal. A competitor will be eliminated after three
- refusals or if he Jumps an obstacle that was knocked down in the
- course of a refusal before it has been rebuilt.
-
- If a horse offers resistance by failing to go forward the competitor
- will incur 3 faults. If however the horse offers resistance for more
- than 60 seconds, falls to move from the start line after 60 seconds
- or takes more than 60 seconds to jump an obstacle, the horse is
- eliminated.
-
- A horse will be considered to have run out If it Jumps an obstacle
- outside the marked boundary, or is not under the full control of the
- rider. The rider will be eliminated if he does not bring the horse
- back to Jump an obstacle.
-
- Penalties for deviation will be incurred for the following failure to
- follow the plan for the course, Jumping obstacles out of order,
- Jumping an obstacle the wrong side of the boundary, missing a jump or
- jumping an obstacle not included in the course.
-
- The competitor must rectify the deviation by returning to tile point
- of the course at which the error was made before he jumps the next
- obstacle.
-
- Failure to do this means elimination.
-
- Scoring Table A
-
- This scoring table is the most commonly used for showjumping
- competitions.
-
- 3 faults - First disobedience.
-
- 4 faults - Knocking down an obstacle or failure at a water jump.
-
- 6 faults - Second disobedience.
-
- 8 faults - Fail by horse or rider.
- 3 or 6 faults plus 6, 8 or 10 seconds - Disobedience and knocking
- down a
- fence.
-
- Elimination- Third disobedience and other offenses.
-
- .025 Fault for each second exceeded over the time allowed.
-
- Scoring Table B
-
- This scoring table is mainly used for hunt competitions.
-
- The penalties are scored in seconds which are added to the
- competitors time. The amount of penalty seconds used for each
- mistake varies according to the course length and the amount of
- Jumps a horse must make in each round.
-
- For events at international level, the TIME ALLOWED tor each round Is
- calculated according to the length of the course and the following
- speed limit table;
-
- Normal Min. 350m/min
- Hunting Min. 350m/min (outdoor)
- Min. 325m/min (indoor)
- Puissance 300m/min (1st round)
- No limit (jump-off)
- Olympic 400m/min
- Nations Cup 400m/min (outdoor)
- 350m/min (indoor)
- Six Bars No limit
-
- A competitors time for each round is timed from the moment horse and
- rider cross the start line to when they cross the finish line. It is
- recorded in seconds, tenths of seconds and hundredths of seconds by
- electronic timing devices.
-
- Scoring Table B cont.
-
- The time limit for each round is given as twice that of the time
- allowed. The clock will be stopped it an obstacle is knocked down as
- a result oft a refusal, and will be started again once the fence has
- been rebuilt.
-
- The time penalties used are as follows;
-
- 6 seconds - For knocking down an obstacle or the first part of a
- multiple obstacle due to a disobedience.
-
- 8 seconds - For knocking down the second part of a multiple obstacle
- due to a disobedience.
-
- 10 seconds - For knocking down the third or subsequent parts of a
- multiple obstacle due to a disobedience.
-
- 8 to 10 seconds - For knocking down a part of a multiple obstacle,
- and then running out or refusing the next subsequent parts without
- knocking them down.
-
- After earlier rounds, competitors tie for first place, a Jump off
- will be held to decide the winner. It is normal for the number of
- fences to be reduced tor a Jump-off and some may even be altered in
- height or width. Puissance Jump-offs are decided by making the
- obstacles progressively higher, thus eliminating competitors until a
- winner is decided.
-
- Competing in the Show Jumping
-
- The four standards in the showjumping correspond to different course
- layouts of increasing difficulty.
-
- The main screen shows a 3D representation of the course while a
- panel at the top displays a map of the course with an arrow
- indicating the next fence to jump. To the left of the map Is a
- picture of that fence together with a picture of the previous fence
- together with a picture of the previous fence on the right. In the
- main viewing area an arrow indicates the next fence to jump if it is
- visible or points in the direction to turn it is not.
-
- Most Olympic Gold Medals
- 5 medals won by Hans Winkler, W. Germany
-
- World Championships
- Men: Won twice by Hans-Gunter Winkler of West Germany &
- twice by Raimondo dinzeo of Italy
-
- Women: Won twice by Jane Tissot of France.
-
- Highest Jump
- World: 8' 1.25" (2.47m) by Huaso ridden by Capt. Alberto
- Larraguibel Morales of Chile. British: 7' 7.25" (2.32m)
- by Lastic ridden by Nick Skelton.
-
- Scoring
- The scoring is related to time and the number of faults incurred in
- the round.
-
- Highest Bareback Jump
- 7' (2.13m) by Red Flight ridden by Michael Whitaker, in
- Dublin on 14th November 1982.
-
- Long Jump
- 27" 6.75" (8.40m) by Somethlng rldden by Andre Ferreira
- of South Africa in Johannesburg on 25th April 1975.
-
- Longest Horse Ride
- The longest horse ride was made by Henry Perrytrom
- Vidoria, Australia. He rode 14,021 miles (22,565km) around
- Australia in 157 days using six horses.
-
- The Controls
- Left and right pulls the reins in the required direction causing the
- horse to turn. Up spurs the horse on faster and down pulls the reins
- back to slow down. Press fire to jump.
-
-
- SWIMMING
-
- The Rules
-
- Swimming competitions are held for both indivldual swimmers and
- teams, and consist of 4 categories of stroke; butterfly, freestyle,
- breaststroke and backstroke. Each stroke may be raced over varying
- distances and at various competition levels.
-
- Although pool lengths vary, by far the most common length is 50
- metres as used for all Olympic events. The pool Is divided into eight
- lanes, each of 8' 2' (2.5m) wide. Each competitor Is allocated a
- particular lane and must stay within the lane markers throughout the
- race.
-
- For International competitions eight different types of official are
- present and the diagram shows their positions.
-
- The referee is responsible for the overall enforcement of the
- competition rules as well as settling any disputes which may occur
- and Inspecting the pool prior to any competitions being held.
-
- The starter ensures that each competitor Is In the right lane before
- the race starts. He is also responsible for giving the competitors
- their starting orders.
-
- Two stroke Judges (c) stand on opposite sides of the pool and make
- sure that each competitor's stroke pattern is correct tor that
- particular event They must report any competitor who fails to meet
- the correct standards.
-
- Two Turning Judges (d) stand on opposite sides at the far end of the
- pool and observe the turns and relay takeovers made by each
- competitor.
-
- There are a minimum of two facing Judges (e) present at the finish
- line and they must decide the finishing order of an event
-
- There are two or three timekeepers (f) per lane to record the times
- for the competitors swimming in that lane. Times are recorded onto
- cards which are passed to the chief timekeeper (9) at the end of the
- race.
-
- Electronic timing devices must be used for all Olympic events.
-
- A recorder (h) sits at the side of the pool and keeps a complete
- record of the results for each event
-
- Although not required for international competitions, marshals may
- also be used to make sure the competitors behave in a suitable
- manner. In all events except the backstroke, competitors start from
- a starting block positioned in the middle of their allocated lane on
- the edge of the pool. When they are given the step up onto signal,
- competitors must step up onto the back of the block.
-
- They must not move from that position until they here the starter's
- command of "Take your marks~. They must then proceed to the front of
- the block and take up their starting position.
-
- In backstroke races the competitors start in the water and line up
- facing the edge of the pool. They may grip the edge of the pool with
- their feet placed on the wall beneath the water line.
-
- When the starter is happy that all competitors are in the correct
- positions and are still, he gives the starting signal. The starter
- may call a false start if any competitor breaks before the starting
- signal is given. Most competitions allow for two false starts,
- although within U.S. competitions a swimmer making a false start is
- instantly disqualified.
-
- A competitor may be disqualified for any of the following reasons:-
-
- * Obstructing another swimmer.
-
- * Swimming out of lane.
-
- * Not appearing at the starting blocks when called, or
- appearing late.
-
- * Using abusive language.
-
- * Using any swimming aids such as fins.
-
- * Not following the directions given by an official.
-
- * Walking on the pool floor.
-
- * Finishing the race in the wrong lane.
-
- * Entering the water during another race.
-
- The Strokes
-
- Breaststroke
-
- The body must be kept parallel with the water surface throughout the
- whole stroke. The hands must be moved forward together from the
- breast and then bought backwards under or on the surface of the
- water.
-
- During each stroke, the head in some part must break above the
- surface of the water, except after a start or turn. The leg kick Is
- very Important, with the feet turned outwards In a backward
- movement. A dolphin kick is not permitted.
-
- At the turn, the touch must be with both hands at the same time,
- either below, above or at the waters surface. The same applies for
- the finish.
-
- Butterfly
-
- In this dramatic looking stroke, the arms must be brought forward
- simultaneously to enter the water in front of the swimmers shoulders
- and then pulled backwards under the water.
-
- The arms must at no time be moved in an alternating movement and the
- shoulders must be parallel to the water surface throughout the
- stroke. A leg kick may be used by simultaneously moving the legs up
- and down, but no alternating movement must be used.
-
- Freestyle Events
-
- In this event a competitor may use whichever stroke he chooses, and
- the rules regarding backstroke, butterfly and breaststroke do not
- apply. The competitor must touch the end of the pool when making a
- turn or finish, but he may do so with any part of his body.
-
- Backstroke
-
- This stroke Is performed on the back throughout the stroke. The
- swimmer performs an alternating circular arm movement, with the arm
- stroke moving In a backward direction. This stroke may be
- accompanied by an alternating leg kick.
-
- Front Crawl
-
- In this swimming stroke, the arms are alternately brought over In a
- forward movement and then into the water, whilst the legs are move
- in an alternating kick.
-
-
- Front Crawl Stroke
-
- Backstroke
-
- Medley Events
-
- Medley competitions are held as both Individual and relay events. As
- an Individual event, the competitor must swim an equal distance of
- butterfly, backstroke, breaststroke and freestyle in that order.
-
- As a relay event each swimmer must swim one stroke for the distance.
- The strokes must be performed In the order of backstroke,
- breaststroke, butterfly and freestyle.
-
- Fastest Swimmer
- Men: 5.37mph (8.64km/h) by Tom Jager
- (USA) in March 1990
- Women: 4.48 mph (7.21 km/h) by Yang
- Wenyi (China) in April 1988
-
- Most World Records
- Men: 32 by Arne Borg (Sweden)
- Women: 42 by Ragnhild Hveger (Denmark)
-
- Most Olympic Gold Medals
- Men: 9 won by Mark Spitz (USA). All but one
- of the medal winning events was also a new
- world record.
-
- Women: 6 won by Kristln Otto (W. Germany)won In Seoul
- 1988.
-
- Closest Finish
- On 29th July 1984 in Los Angeles, Nancy Hogshead (USA)
- and Carrle Steinseiter (USA) dead-heated in the women's
- 100m freestyle gold medal event with a time of 55.92 sec. The
- closest finnish not a dead-heat was won by Gunnar Larsson
- (Sweden) who beat Alek McKee (USA) by 2/1000th second (3mm)
- In the 1972 400m Individual medley.
-
-
- Competing in the Swimming
-
- The swimming competition contains 4 strokes, 3 different distances
- and 3 different competition levels. Breast-stroke, freestyle and
- butterfly can be raced over 50m, 100m or 200m. The 200m medley
- requires the competitor to swim 4 lengths of the pool, 50 metres
- each of Breast-stroke, Freestyle, Back-stroke and Butterfly. Three
- bar gauges and these aid the player as follows:-
-
- The Stroke Bar on the left displays the speed and rhythm of your
- stroke. A heart will appear each time you need to breathe.
-
- The Oxygen Gauge in the middle displays the constantly changing
- oxygen level as a blue bar.
-
- The distance Bar on the right moves from left to right or vice versa,
- depending on which direction you are swimming, as your distance
- increases and you near the finishing line.
-
- The computer-controlled swimmer gives you an indication of your
- speed and a bonus If he is beaten. Note that although you score more
- for beating a more competent opponent, the stroke Is harder to time
- exactly.
-
- Scoring
- The scoring is based on time plus a bonus for beating the computer
- controlled swimmer.
-
- The Controls
- Press fire to start the race. Pull the joystick down to crouch and
- push up to dive, pulling down longer gives a more powerful dive.
- Once you surface, move the joystick left and right to build up a
- rhythm - note that each stroke has a different pace.
-
- Try to keep the stroke as long as possible without entering the
- shaded areas at the ends of the stroke gauge.
-
- When the block changes to a heart, press fire to breathe. Be careful
- not too breathe when the heart is not visible or you will get a
- mouthful of water!
-
-
- CYCLING
-
- Background
-
- The earliest cycle race recorded was held in Paris on 31st May 1868.
- The 1.24 mile (2km) race was won by Englishman Dr James Moore.
- Cycling events were included In the very first Olympic games.
-
- In 1896 and the first champion was Leon Fleming winner of the 100Km
- race. Up until 1976 cycle track events were held outdoors, but In
- 1976 the first ever Olympic cycle event was held indoor.
-
- The Rules
-
- Whilst cycle racing combines both road and track events, we shall
- concentrate on track events for the purposes of this manual.
-
- The track may be constructed either in or outdoors and usually has a
- hard surface. The track may also have large banked curves at either
- end. The track is marked with lines to Indicate handicap starts, the
- starting points for the numerous standard distances and the finish.
- A red line is also marked around the whole length of the track at
- 90cm from the edge. Known as the sprinters line, no overtaking is
- permitted inside this line if the rider ahead is inside or on the
- line.
-
- The cycles must be fitted with a fixed wheel and normally all
- unnecessary components removed. This means that the machines have no
- gears and usually no brakes either. It is also common to fit smooth
- discs to the wheels to make them more aerodynamic.
-
- A competitors clothing is very important and consists of a sleeved
- Jersey covering up to the neck and shorts which cover to just above
- the knees, or a one-piece cycle suit covering the same criteria A
- rider must also wear a helmet which is normally of aerodynamic
- design.
-
- There are many different cycle track events and here follows a brief
- description of each:-
-
- Sprints
-
- These races are between two or more competitors and are held over 1
- or more laps of the track. The winner Is decided by his time for the
- last 200m of the race only, with the previous parts of the race used
- to gain tactical advantage.
-
- Pursuit
-
- Pursuit races are divided into individual and team events. In the
- Individual events two competitors start the race on opposite sides
- of the track and attempt to catch one another. If one competitor is
- unable to catch the other within the set distance, the rider with
- the fastest time wins. The race distances may be 3000m, 4000m, or
- 5000m. Team events are raced over 4000m with two teams each of 4
- riders, and the winners decided on the times of the first three
- ridden from each team.
-
- Australian Pursuit
-
- Up to eight riders may compete in this event which may be raced over
- a fixed time or amount of laps. Any rider caught by another is
- eliminated.
-
- Italian Pursuit
-
- Two or more teams each with up to five riders start the race. As the
- race progresses, the leading team member from each team drops out at
- the end of each lap. The winning team Is then decided upon the
- fastest times of the remaining riders.
-
- Handicap
-
- The competitors are positioned on the track at the handicap start
- markers, according to their handicap. A stationary start is made
- with the riders held upright and then given a push-off. Handicap
- races are usually not more than 1000m in length.
-
- Point to point
-
- This event is marked according to points rather than time or
- finishing position. A group of riders compete and are awarded points
- according to their position In the race for each lap or groups of
- laps. At the end of the race, the winner is the rider with the
- highest overall score.
-
- Most Titles
-
- The most Olympic gold medals is 3 won by Paul Masson (France),
- Francisco Verrl (Italy) and Robert Charpentier (France), The most
- successful Britain is Beryl Burton who's time trial won 25 British
- all-round championships, 72 road TT titles, 14 track pursuit titles
- and 12 road race titles.
-
- Competing in the cycling
-
- The cycling is split into pursuit and sprint events. The pursuit
- events are races around the track with a computer-controlled rider
- of a set standard starting on the opposite side of the track This
- opponent allows you to gauge your speed and In these events Is
- purely a yardstick for your own performance.
-
- In the sprint events the computer-controlled rider is a true
- opponent, and beating him Is essential to gaining a high score.
- These races are supremely tactical with the riders playing a game of
- cat and mouse, waiting for the ideal moment to break for the finish.
- Both the 1000m and 2000m sprints save yourself for the mad dash for
- the line.
-
- Fastest Speed
- World: The fastest speed attained on a bicycle is 152.
- 283mph (245.077km/ by John Howard (USA) on 20th July
- 1985. The cycle was travelling behind a towed
- windshield.
-
- United Kingdom: The UK record of 98.21 mph (158.05
- km/h) achieved by David Le Grys over a 200 metre
- section of the M42 motorway. The motorway was closed
- to traffic during this time.
-
- Lands End to John o' Groats
- The record for covering this 847 mile(1363km) journey on a bicycle
- is 1 day 21 hours, 2 min and 19 seconds. It was achieved by Andy
- Wilkinson 29th September - 1st October 1990.
-
- The womens record is 2 days, 6 hours, and 49 minutes by Pauline
- Strong.
-
- Roller Cycle Record
-
- The fastest speed attained cycling on rollers is 153.2mph (246.
- 5km/h) by Jim Baker (USA)
-
- Greatest Distance in 1 Hour
-
- 76 miles 504 yards (122.771km) by Leon Vanderstuyft (Belgium) in
- 1928.
-
- Scoring
- The pursuit events are scored purely on time whereas the sprints
- combine finishing time for the last lap with a bonus for beating the
- computer rider.
-
- The Controls
- Left/Right waggling modifies the speed of your cyclist and up/down
- moves him up and down the track or balances the bike at low speed
- (especially useful in the sprints).
-
- The fire button on its own allows you to view your opponent (if not
- currently in view) while pressing fire and pulling down hits the
- brakes (only sensible in the cat and mouse stages of the sprints).
-
-
- SHOOTING
-
- Background
-
- Shooting events were included in the first modern day Olympic games
- which may have been due to the fact that the founder of the games,
- Baron de Coubertin, was a notable pistol shot himself.
-
- Throughout the course of the Olympics, the range of shooting events
- has varied greatly from 21 different events In 1920 to the eleven
- types of event currently Included. For the purposes of this manual
- though, we shall concentrate on Just four, Skeet Shoot, Trap Shoot,
- Boar or Moving Target and Rapid Fire Pistol shooting.
-
- Olympic Shooting Events
-
- Rapid-Fire Pistol Current
- Free Pistol Current
- Air Pistol Current
- Air Rifle Current
- Small-bore Rifle, Prone Current
- Small-bore Rifle, 3 Positions Current
- Moving Target (boar) Current
- Sport Pistol Current
- Air Pistol Current
- Air Rifle Current
- Small-bore Rifle, 3 Positions Current
- Trap Shooting Current
- Skeet Shooting Current
- Free Rifle, 3 Positions Discontinued
- Free Rifle Discontinued
- Free Rifle, Team Discontinued
- Military Rifle Discontinued
- Military Rifle, Team Discontinued
- Small-bore Rifle Discontinued
- Small-bore Rifle, Team Discontinued
- Live Pigeon Shoot Discontinued
- Clay Pigeon Shoot, Team Discontinued
- Running Deer Shoot Discontinued
- Running Deer Shoot, Team Discontinued
- Running Deer Shoot,
- Single and Double Shot Discontinued
- Military Revolver Discontinued
- Duelling Pistol Discontinued
- Team Event Discontinued
-
- SHOOTING
-
- RAPID FIRE
-
- PISTOL SHOOTING
-
- In this event competitors shoot at 5 revolving targets marked with 5
- scoring zones. Each competitor has a total of 60 shots, which are
- fired in groups of five, one for each target.
-
- The targets are placed in a line 75cm apart and 25m from the firing
- line. Initially held side-on to the competitors, each target revolves
- once through 90 degrees to appear face-on for a predetermined time,
- after which it returns back to the side-on position. The time a
- target remains face-on ranges from 4 to 8 seconds. The competitors
- must aim and shoot at each target as they appear and before they
- revolve back.
-
- The firearms used for this event must be of .22 calibre and must
- conform to the following restrictions;
-
- * It must weigh no more than 10609.
-
- * Height of the barrel is no more than
- 40mm.
-
- * The butt Is not elongated to provide
- extra support.
-
- * No sights or optical lenses are to be
- used.
-
- * The weapons must not be supported
- above the hand.
-
- * The weapon must fit Into a box
- measuring 300mm x 150mm x 50mm.
-
- The competitor's shooting position Is very important. He must stand
- without any kind of support, and hold the weapon in one hand only.
- Although ear protection may be used, wrist protection Is forbidden.
- When not shooting, the competitor must stand with the shooting hand
- downward at an angle of no more than 90 degrees.
-
- When the targets begin to face, the competitor may raise his arm and
- fire. A competitor has 60 shots, which are divided Into two 30 shot
- courses. Each course combines 6 series of rounds of five shots. In
- each of these series, one shot should be made at each of the five
- targets.
-
- Before the start of each course, a competitors may shoot 5 shots for
- sighting purposes.
-
- Scoring is based on the position of each shot, the closer to the
- central 10-point zone, the higher the mark Shots which hit the lines
- marking each zone, will be awarded the score for the higher zone.
-
- RUNNING GAME TARGET OR BOAR SHOOTING
-
- In this event competitors fire at a moving target which moves across
- an open area opposite the firing position, and at a constant speed.
- The distance from firing point to target may be 50m or 10m.
-
- The target shows a picture of a running wild boar with a set of
- scoring rings painted on its shoulder. Scores range from 1 to 10
- moving towards the centre. As can be seen in the diagram, walls at
- either end of the opening prevent the target being seen and
- therefore fired upon, before it reaches the opening. The time it
- takes the target to move across the opening varies between 5 and 2.5
- seconds.
-
- The firearms used for this event may differ, but the same weapon
- must be used throughout an event. From 1992 onwards, the Olympic
- events will be contested at a distance of 10m using air rifles.
-
- For 50m events the trigger pull weight must be not less than 5009.
- For 10m events there Is no limit.
-
- The competitor's shooting position must be standing and without
- support and the use of a sling Is strictly forbidden.
-
- The competitor must assume the 'ready' position until any part of the
- target becomes visible. Once the target becomes visible, he may then
- take alm and fire. Incidentally this Is the only firearm In which
- telescopic sights are permitted.
-
- A competitor Is permitted to test the range In order to set his
- sights and prepare his equipment. Once completed, he must call
- 'ready' and the target Is started Immediately.
-
- The amount of free shots for sighting and the amount of scoring
- shots In an Olympic event Is as follows; 4 sighting shots, 30 shots
- at a slow moving target, 4 sighting shots and 30 shots at a fast
- moving target
-
- CLAY PIGEON SHOOTING
-
- This type of shooting now includes 15 different competition events,
- all of which follow the same basic idea of shooting at a clay disc,
- launched from a trap, using a shotgun.
-
- For the purposes of this manual we shall concentrate on just 2
- Olympic events; Skeet and Trap shooting.
-
- The target or clay pigeon must be 110mm in diameter, between 2'27mm
- thick and weigh between 100-1109.
-
- Depending on the type of event and the conditions, either black,
- white or yellow targets may be used. The colour must be chosen
- before the start of the competition and must remain the same
- throughout the event.
-
- The trap is a mechanical device that Is able to launch the clay
- discs In a number of directions and angles of elevation. The traps
- are loaded with a large number of targets and Is then triggered by
- the puller, who is situated where he can see and hear the
- competitors. For events which use multiple traps, selector systems
- are used to determine which trap Is used for each pull, thus
- ensuring that It remains unknown to both the competitors and the
- puller.
-
- The guns used may be of single barrel, side by side barrel or over
- and under barrel types, but may differ according to the type of event
- being contested.
-
- The ammunition used consists of a cartridge no more than 70mm loaded
- length, and is loaded with a maximum of 289 of No:6 (Europe) or N0:7
- (U.S.A.) shot.
-
- The use of black power, Incendiary or tracer cartridges in
- competition Is forbidden.
-
- The Trap
-
- Skeet Shooting
-
- For this event two different traps are used and a series of eight
- shooting stations arranged according to the diagram. The two traps
- are set at different heights, with the low trap on the right
- launching targets from a height of 1 m and the high trap on the left
- launching at 3.05m. Both traps are able to launch target through a
- preset range of elevations. The targets must pass over a central
- point In the range and must travel for a further 66-70 meters still
- In the air.
-
- A random timer mechanism is used on which station is he shooting
- from. At stations 1, 2, 3, 5, 6 and 7 he will receive both double and
- single targets. At stations 4 and 8 which run on a parallel down the
- middle of the range, he will receive one target from the high trap
- and one target from the low trap. Double targets must be launched
- simultaneously and the competitor must aim at the target from the
- nearest trap first. There is a total of 25 targets for each stage of
- the competition and in all cases the competitor must call before
- each target is released.
-
- Only one shot at each target IS allowed and targets must be shot
- before they cross the relevant boundaries. At stations 1 to 7 this
- means the outer boundary markers and at station 8 the target must be
- hit before it crosses the centre line.
-
- Scoring is marked on the amount of dead targets the competitor gets.
-
- A target will be considered dead when it is correctly thrown and has
- been visibly broken or destroyed by the competitor. If a target is
- released before the competitor calls and is not shot at, or the
- competitor is distracted or disturbed, 'no bird' is called and
- another target is released. If any of the competitors tie for
- position, the top 3 places are decided by further 25 target rounds.
-
- Skeet Shooting Range showing the 8 shooting stations and trap
- positions
-
- Trap Shoot or own-The-Line Shooting
-
- This form of target shooting is split Into two types of event;
- single-rise and double-rise. For both events a single trap is used
- which Is able to launch targets at variable and random angles within
- a preset range. Five shooting stations are used and are positioned
- In a curve opposite the trap, as per the diagram.
-
- For single-rise events, only one target IS launched at a time, and
- is set to fall within a defined area. With double-rise events, 2
- separate targets are launched simultaneously and are set to fall
- within two different defined areas.
-
- Shooting normally takes place in groups of 5 competitors, one at
- each of the shooting stations and the targets thrown when a
- competitor calls 'pull'.
-
- Each firing stations receives a target until competitors then move
- on one station to the right and the next stage begins. There are
- normally five targets released for each station in a 25-target
- (bird) stage.
-
- The scoring of these events depends on the number of dead targets
- shot. For single-rise shooting a competitor may shoot at a target
- twice if necessary. 3 points are awarded for a kill with the first
- shot, and 2 points for a kill made with the second. In a double-rise
- event, a competitor may only shoot once at each target, scoring 3 if
- he gets a kill.
-
- 'No Birds' are declared for any of the following reasons;
-
- * both targets are 'killed' by one shot.
-
- * a target breaks
-
- * Only one target Is thrown
-
- * Targets are not launched at the same time.
-
- * The flight of one target is lrregular.
-
- * Both barrels of the gun discharge at the same time.
-
- * One barrel of the gun misfires, and the competitor
- does not fire the other.
-
- Trap or Down-The-Line Shooting Range showing the 5 shooting stations
- and the trap position.
-
- Competing in the Shooting
-
- In the Trap Shoot and Skeet shooting events clays are fired from one
- or two positions for the player to shoot.
-
- In the Trap Shoot, targets are fired singly in a random direction
- allowing 2 shots per clay whereas the Skeet shooting comprises
- single and double clays following more fixed paths with the number
- of shots available matching the number of clays hit.
-
- The Boar event features a target on a cardboard board moving In
- front of the player who must fire 5 rounds every time It travels
- across the screen. The target Is progressively divided Into smaller,
- higher scoring areas, the closer to the centre, the higher your
- score will be.
-
- In the Rapid Fire Pistol or Target event, 5 targets turn towards the
- player in a random order giving a brief opportunity to fire at them.
- This is repeated 6 times with Increasing speed, giving the player 30
- shots to score a maximum of 300.
-
- Most Olympic Medals
-
- In 1912 Carl Townsend Osbum (U.S.A.) won 5 gold, 4 silver and 2
- bronze medals.
-
- Clay Pigeon
-
- Most World Titles:
- The record tor the most world titles Is held by Susan Nattrass
- (Can-ada) with six won in the years 1974, 1975, 1977, 1978, 1979 and
- 1981.
-
- Most Clays Shot In a Hour.
- A record 8172 clays were 'killed' by Dan Carlisle (U.S.A.) at Norco,
- California on 20th May 1990.
-
- Highest Score in 24 hours
- The highest score in 24 hours is held by the Easingwold Rifle and
- Pistol Club who scored 120,242 points between 6-7 August 1983.
-
- Scoring
- Scoring for the shooting is fairy self-explanotary;if you hit it,
- you score it. Note that in the trap shooting you score less for
- hitting a clay with your second shot.
-
- The Controls
- Select joystick or mouse with either the joystick/mouse and then it
- is a simple matter of point and fire. Left mouse button is used to
- fire and right mouse button used to pull the clays on the trap and
- skeet shooting events.
-
- If you are using a joystick (not recommended) then pressing the fire
- button fires the gun and releasing it pulls the next clay.
-
-
- [Fixed by Rygar!]
-
- end.
-