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-
-
- ski jump international v3
- S.J.3 (c) ville k÷n÷nen 1994-2000
-
-
-
- _USER MANUAL_
- ^^^^^^^^^^^^^
-
- - The official SJ3 home page can be found at:
- http://www.hut.fi/u/vkononen/sj3/
-
- - Other Important Text Files:
- * Frequently Asked Questions are answered in SJ3.FAQ
- * The registering process is explained in REGISTER.TXT
- * A quick reference to the keys QUICK.TXT
- * Version updates UPDATE.TXT
- * The guilty parties for making SJ3 CREDITS.TXT
-
- - This User Manual is currently only available in English,
- but you might want to check out the SJ3 home page, if
- translations have been made.
-
-
-
- CONTENTS of MANUAL.TXT:
- -----------------------
-
- 1. The Author Addresses the People
-
- 2. In the Beginning
- 2.1. System Requirements
- 2.2. Installing SJ3
- 2.3. Choosing the Language
-
- 3. The Menus
- 3.1. Jump! Menu
- 3.2. Setup Menu
- 3.2.1. Multiple Name Files
- 3.2.2. Brief Explanations of Other Setup Items
- 3.2.3. The Hill Maker (see section 7.)
- 3.3. Signing Up Jumpers
-
- 4. Jumping
- 4.1. The Traffic Lights
- 4.2. The Wind
- 4.3. Take-Off!
- 4.4. Fly, Baby, Fly!
- 4.5. The Keys to a Successful Landing
- 4.6. Hillrecords
- 4.7. Scoring
- 4.8. Tips to Tremendous Flying
-
- 5. Competition Types
- 5.1. SJ3 World Cup
- 5.1.1. The Rules and Regulations
- 5.1.2. Understanding the Stats
- 5.1.3. Injuries
- 5.2. Custom World Cup
- 5.3. Four Hills Tour
- 5.4. Team Cup
- 5.5. King of the Hill
-
- 6. The Hill Maker
-
- 7. Miscellanous Information
- 7.1. Sending in Your Results to the Universal Hiscore List
- 7.2. Jointop.exe
- 7.3. Bug Reporting
- 7.4. Shareware Info
- 7.5. Legal Stuff
- 7.6. Report Piracy
-
- 8. Contact Information
-
-
-
-
-
- 1. Some Early Words from the Author:
- ------------------------------------
-
- This computer game has been created out of need. Way back in 1994,
- I couldn't find a decent ski jumping game anywhere so I decided to
- try to make one myself. Over six years later, thanks to the
- wonderful reception the game has received, I am still able to
- develop the game and bring this new generation version out to you.
-
- The main goal has always been to make a game that is fun and
- addictive to play, the visual side has been left with smaller
- attention. The game does not measure up to the high standards of
- the latest big budjet computer games in terms of graphics, number
- of features or overall vastness, but as an independent production,
- I can offer you a game that is quick to download, will also work on
- fairly old computers, has superb playability combined with personal
- service, all at a very low cost.
-
- Ski Jump International v3 is marketed using the shareware concept.
- This means that you can try the game out for 30 days free-of-charge
- and if you like the product, you should register it. There are
- many good reasons to register this software, one is that the
- unregistered version of the game has many restrictions to its
- functions, and more importantly, registering is what keeps games
- like this alive. SJ3 would not exist if it weren't for all the
- wonderful people who took a little of their time and money to
- register SJ2. Please see REGISTER.TXT for info on how to do the
- right thing and register SJ3.
-
- Please enjoy,
-
- Ville K÷n÷nen
-
-
- 2. In the Beginning:
- --------------------
-
- 2.1. System Requirements:
-
- Ski Jump International v3 should work fine in every PC with a 486DX
- or faster processor. A 100% compatible VGA board and some memory
- are required as well. At this point, SJ3 supports the Microsoft
- DOS, Windows 9x, NT and 2000 operating systems. SJ3 has been
- throughly tested with many different computer setups before its
- release with no problems.
-
- If you use a more modest computer (say a 486) and experience some
- unsmoothness during flight, you might want to set the Graphics
- Detail level to LOW from the Setup -> General Options Menu.
-
-
- 2.2. Installing SJ3
-
- Ski Jump International v3 is distributed in a ZIP-packed package
- (sj300.zip), in order to play the game you need to unpack the
- zip-file using a unpacking program such as WinZip (www.winzip.com)
- or PKUnZip.
-
- After unpacking all the files in to a directory on your hard-disk,
- you can run the game by executing the SJ3.EXE file.
-
- SJ3 can be fully un-installed by simply deleting the installed
- files.
-
- If at some point, the game halts with an error message of an
- missing file, you have most likely accidentaly deleted a file or
- haven't installed the game from the complete original package. To
- fix this problem you will need to re-install the whole game - or
- just the missing file - from a complete SJ3 package, which can be
- easily downloaded from the SJ3 home page.
-
-
- 2.3. Choosing the Language
-
- As a truly international game, the latest version of the game has
- built-in multi-language support and as you run SJ3 for the first
- time it will prompt you for the language of your choice. The
- selection of languages include the major European languages and the
- variety will hopefully grow with time. If your native language is
- not included in the list, please check the Download Area of the SJ3
- home page where the latest update of the language database is
- located at. Also, if you are interested in a little translation
- work in adding a language that is not yet supported, contact the
- author for details on that project.
-
- Note! Some minor items in the game won't be translated. This
- includes the Hill Maker and all the error messages. The manuals
- and other text files will hopefully be translated in the future,
- when this is the case, they will be available at the SJ3 home page.
-
-
- 3. The Menus:
- -------------
-
- 3.1. Jump! Menu
-
- This is Menu from where you can get in on the action. The
- different competition types as the jumping itself are fully
- explained in section 4. Jumping.
-
- 3.2. Setup Menu
-
- This is where you can have some effect on how SJ3 works. The
- majority of the options under the Setup Menu are quite simple to
- understand, so I'll explain the ones that might need a little
- explanation.
-
- 3.2.1. Multiple Name Files
-
- In the General Options section of the Setup Menu is a possibility
- to change the names of the computer opponents. The number selected
- represents the index of the nameset file, which is named
- NAMES?.SKI, where the ? is the index. The chosen nameset file
- includes the names of all the 75 computer opponents and 15 teams
- including the line-ups.
-
- The sets included in the SJ3 registered version are:
-
- NAMES0.SKI - The Default Set.
- FIS World Cup 1999-2000 levels.
- NAMES1.SKI - The good-old Cool Dudes List.
- Familiar from SJ2. :)
- NAMES2.SKI - Tennis ATP Top 75 - August 2000
-
- It is also very easy to make a nameset yourself, since it is a
- simple text file. Copy an existing nameset to an new name with the
- next available number (NAMES5.SKI for example), edit the names and
- team line-ups with a text editor and change the set number from the
- Setup menu.
-
- 3.2.2. Brief Explanations of Other Setup Items
-
- Always Skip Unnecessary Qualifying?
- - When this item is marked as "YES", the program will automatically
- skip the qualifying round of all human players _who have already
- qualified_ for the first round of jumping in the SJ3 World Cup
- (in other words, are in the top 15 of the WC rankings) Missing
- qualifying has no effect on first round jumping.
-
- Allow Many Identical Names on the List?
- - When this item is "NO", the name of an certain human jumper can
- only exist _once_ on a Hiscore list. (Example: If the item is
- marked "NO" and 'Ville' gets 963 points in SJ3 World Cup, the
- former entry of 'Ville' with 867 points is deleted as the new
- result is added) The item only takes effect as new results
- are added to the list, so the existing results are not affected.
-
- 3.2.3. The Hill Maker
-
- This feature has its own section in this manual. See Section 5.
- The Hill Maker below!
-
-
- 3.3. Signing Up Jumpers
-
- You can sign up up to 10 human jumpers, no duplicate names are
- allowed. If the amount of players is either 4 or 8 the SJ3 Team Cup
- is also available with the players 1-4 placed in Team 1 and the
- players 5-8 (if chosen) in Team 2.
-
-
- 4. Jumping:
- -----------
-
- The idea in the sport of ski jumping is to jump as long as
- possible, land safely and impress the ever-watchful style judges in
- the process. A ski jumping hill consists of two parts, the in-run,
- where the jumper gathers speed, and the landing hill, which the
- jumpers try to avoid for as long as possible. There are two special
- points in the landing zone: the P-point, a point in the hill where
- the distance points awarded would be zero, and the better known
- K-point, the critical point of the hill, roughly where the
- curvature of the hill starts to decrease. Two zones are marked on
- the hill using these two points, the blue zone marks the landing
- hill from the P-point to the K-point and the red zone represents
- the area from the K-Point to the length 1.2 times the K-Point.
-
- The ONLY way to be a good ski jumper is to practice and practice
- even more. There are no big secrets involved. The more you
- practice the easier it is to constantly achieve great jumps. The
- best place to efficiently train yourself for demanding future
- competitions is the Practice selection from the Jump Menu. Remember
- to listen to your coach.
-
- Keys during jump and flight:
-
- Up Arrow .................. Take-Off!
- Right Arrow ............... Rotate jumper forward
- Start the in-run slide
- Left Arrow ................ Rotate jumper backward
- T or t..................... Telemark landing (one foot in front)
- R or r .................... Two Footed landing (feet parallel)
- Esc ....................... Universal Escape key
- F10 ....................... Terminates current competition
- WARNING! USE WITH CAUTION!
- Doesn't ask anything, just quits the
- race in progress
-
-
- 4.1. The Traffic Lights
-
- We start off as the jumper sits on a beam at the top of the in-run.
- A traffic light of sorts will appear in front of the jumper. As
- the green light shines (usually right away) you are cleared for
- departure. You should be looking at the wind meter in the
- bottom-left part of the screen, if the wind is swirling around, you
- might want to wait a while if the wind starts to settle preferably
- at a good fair headwind. (the green wind on the meter) But you
- shouldn't wait too long, as you will be disqualified from the
- competition if you don't leave the beam on time. When the green
- light is flashing, it's about time to press the Right Arrow key and
- head down the in-run.
-
-
- 4.2. The Wind
-
- The wind meter in the bottom-right corner of the screen plays a
- very big part on the length of the jump. The difference between
- 1.5 m/s backwind and -1.5 m/s headwind can be about 20 meters in
- flight distance in a K120 meter hill with the headwind being
- the favorable one, since it increases lift considerably. The optimal
- wind is around -1.0 to -2.0 m/s headwind (the wind bar is green
- during headwind). Sometimes when the wind is moving around a lot
- and your jumper has some bad luck and has to jump in to a
- non-favorable wind while the other competitors have better wind
- conditions, it can be virtually impossible to win a competition no
- matter how well you jump. Remember that it can be the other way
- around in the next race.
-
-
- 4.3. Take-Off!
-
- When the jumper reaches the parallel section of the in-run it a
- good time to think about timing your take-off. This is the one
- most crucial point on the success of the jump. Remember: "The
- timing is everything" So when the jumper is in the correct
- position press the up-arrow to begin take-off.
-
- If you have started the take-off too early, the skis will rotate
- forward (the tips fall away from under the jumper). This will
- result in short distance and a lousy jump. You will want to avoid
- this from happening since it can be dangerous for jumper, at least
- in real life.
-
- If you have been late with starting the take-off, the skis will
- rotate backwards (tips come up). This leads in increased
- air-resistance and loss of flight speed and distance, but this is
- still a better option than taking-off too soon. Even the best
- jumpers can be just a little late on take-off so don't worry about
- it too much, you can try to make up for it with good flying. Next!
-
-
- 4.4. Fly, Baby, Fly!
-
- After a hopefully successful take-off, you should concentrate on
- flying. To maintain the speed and to increase the lift it would be
- a great idea to rotate the jumper forward and this way reduce
- air-resistance. This is done by pressing the Right Arrow. So as
- quickly as possible, rotate the jumper to a good flight position
- which is when the angle between the body and the skis are around
- 5-10 degrees. The optimal angle is easy to find with a little
- practice. Do not over-rotate the jumper! This will lead to loss
- of lift as the "air-mattress" :) below the jumper is broken. Note
- that sudden changes in the wind can rotate the jumper back or
- forward, so always be prepared to adjust the angle of jumper with
- the Left and Right Arrow as quick as possible during the flight.
-
-
- 4.5. The Keys to a Successful Landing
-
- Due to the unevitable force of gravity the jumper will eventually
- start to lose flying altitude and approach the snow. Your mission
- is to land your jumper safely. There are two kinds of landing
- styles available:
-
- 1) The Telemark Landing - where one foot is in front and
- 2) The Two Footed Landing - where feet are parallel as landing.
-
- The Telemark starts with pressing 't' and is more risky especially
- with long (way past the K-point) jumps and is slower to perform but
- it will be rewarded in total points. That is because making the
- Two Footed Landing, which starts by pressing 'r', is penalized by
- the style judges by around 2.0-2.5 points per judge and that is
- around 6.0-7.0 points per jump! Still the Two Footed landing is
- faster to perform and it is up to 4 times safer. You have to
- calculate the risks in a fraction of a second, often in
- competitions that 6-7 point margin is the difference between
- winning and not winning.
-
- Also remember that you have to start the landing early enough that
- the jumper has enough time raise to a sufficiently upright
- position. A good basic rule is to use the Telemark at least on all
- jumps that don't fly past the K-point.
-
- The impact of the hill on the jumper, which is an function of the
- slope of the landing spot and vertical jumper speed, along with the
- landing style and timing put together with plain old luck will
- determine if the jumper manages to stay on his feet during landing.
- This causes that very long jumps are practically impossible to
- stand, so according to common sense you should start the landing a
- little earlier if you start floating way towards the flat landing
- grounds.
-
-
- 4.6. Hillrecords
-
- The program also keeps count of your hillrecords. You can decide
- whether you want to allow the computer jumpers the joy of recording
- new hillrecords by changing the corresponding Setup option. As is
- the practice with actual ski jumping hills, hillrecords are only
- recorded during official competition, this is why hillrecords
- jumped during practice or the in King of the Hill contest are not
- valid records.
-
-
- 4.7. Scoring
-
- The score for each jump is obtained by adding the distance points
- to the style points.
-
- The distance points are calculated by the formula:
-
- Length of jump - (2/3 x K-Point of Hill) [effective meters]
- x 60 / (1/3 x K-Point of Hill) [points per meter]
- -------------------------------------------
- = Distance Points
-
- The idea is that you get 60 distance points when you jump to the
- K-Point (start of the red zone).
-
- There are five styles judges who rate the style of your jump with a
- number from 0 to 20 in 0.5 increments. Style judges base their
- judging on the quality of the landing, steadiness and control of
- the jumper and its skis during flight and overall valiantness of
- the jump. The highest and lowest of the style marks are ignored
- and the rest are added together, which gives us the combined sum of
- the style points with the maximum of 3 x 20.0 = 60 points.
-
- 4.8. Tips to Tremendous Flying
-
- * Jump practice is best done in some relatively easy hill, the
- Kuopio K120 is just fine. Never mind the wind at first, you'll
- have plenty of time to worry about it later.
-
- * The optimal take-off timing is quite close to the too early
- timing. The idea is to get the largest possible amount of force
- from the legs to hit the in-run table without taking-off too
- early.
-
- * The optimal take-off spot varies from hill to hill, but it's
- quite easy to make the adjustment to other hills and in-run
- tables, since the optimal take-off spot is based on the speed of
- the jumper in the in-run.
-
- * For a jumper starting off, even scoring points during the first
- few seasons is a good result. If success seems hard to come by,
- don't worry, you'll develop a routine quickly and jumping becomes
- surprisingly easy as you go along. You'll soon reach a stage
- where good jumping is more of controlling your nerves than plain
- skill.
-
-
- 5. Competition Types:
- ---------------------
-
- 5.1. SJ3 World Cup
-
- The flagship of the different competition types in SJ3, the SJ3
- World Cup offers a grooling battle thru 20 different hills in
- changing weather types against the very best jumpers in the world.
- If you can make it here, you'll make it anywhere.
-
- 5.1.1. The Rules and Regulations
-
- The Rules of the SJ3 World Cup:
-
- * The Qualifying Round. Only 50 players can compete in the first
- round of the actual competition. The Top 15 from the SJ3 WC
- rankings will automatically qualify for the first round, the
- others will have to battle out for the remaining 35 places. On
- the very first leg of competition, all 50 qualifiers will be
- decided on the basis of the qualifying round results.
-
- * The first round is jumped is reverse order, as the jumper who is
- highest in the SJ3 World Cup rankings is the last to jump in the
- first round.
-
- * The jumpers with the 30 best scores after the first round qualify
- for the second jumping round. The second round will be jumped in
- reverse order from the first round standings.
-
- * The jumpers with the 30 best scores after the second round score
- World Cup points, with the winner getting 100 points.
-
- * Joint placings are possible on all rounds of the competition
-
- * A round cannot be re-started if one jumper jumps a ridiculously
- long (and at same time dangerous) jump. In other words there is
- no competition jury present.
-
- * There are 20 hills in the SJ3 World Cup.
-
- 5.1.2. Understanding the Stats
-
- It's a lot of fun to analyze your season as it goes along. There
- is also a quite similar Stats screen for the Team Cup.
-
- SJ3 WORLD CUP STATISTICS FOR WILLY BLANKET
- **************************************************************************
- WHERE? POS PTS WC SCORE R 1 POS ? R 2 ?
- 1. KUO 120 9. 29 9. 236.3 135.3 (132.5m) 1. 100.5 (129.0m) F
- 2. LAH 90 42. 0 17. 75.0 75.0 ( 72.0m) 42. E
- 3. VIK 180 37. 0 20. 107.0 107.0 (193.5m) 37. L
- 4. FAL 110 1. 100 7. 234.6 120.4 (117.5m) 1. 114.2 (113.5m)
- --------------------------------------------------------------------------
- Total: 129 7. 163.2 109.5 53.6
-
- This is the situation of one Willy Blanket after 4 competitions.
-
- * in the column Pos. is the final standing of each competition.
- (Willy Blanket was 9th in the first competition in Kuopio.
- He gained 29 points for that 9th place and was naturally
- 9th in the World Cup Rankings)
- * in the column Pts. are the points awarded from each competition.
- * the column WC. tells the World Cup Ranking after each competition.
- * the column R 1 has the points and jump length from the first round
- * the column R 2 has the same info from round 2 of the competition
- (if you qualified)
- * the ? column tries to explain what went wrong (or right) in
- each round.
-
- Here's how to read the code:
-
- Code: means:
- T..........You started take-off too early.
- L..........You started your landing too late
- F..........Your jumper fell because of a over-long jump
- or just because of tough luck.
- H..........Wow! You jumped a new hillrecord!
-
- If the column is empty, nothing worth mentioning happened.
-
- 5.1.3. Injuries
-
- The possibility of a jumper being injured after a fall was added
- to version 3. The speeds in ski jumping are so high that an
- injury can occur even with a relatively harmless looking fall.
-
- The messages:
-
- Will miss next round - The jumper will not be fit to jump in
- the next round of jumping. If the injury
- occurred in the second round of jumping,
- the jumper will be able to compete in the
- next leg of world cup competition.
-
- Will miss x legs - The jumper will not be fit to jump in
- the next x (x is number) legs of world
- cup competition.
-
-
-
- 5.2. Custom World Cup
-
- A competition type very much like the SJ3 World Cup, but now you
- get to choose the hills you would want everybody to compete in.
- Also self-made hills are available along with the 20 original
- hills.
-
- 5.3. Four Hills Tour
-
- You can also limit yourself just to the legendary section of the
- SJ3 World Cup the Four Hills Tour. The 5 best points totals from
- these 4 competitions are held in the Hall of Fame.
-
- 5.4. Team Cup
-
- The SJ3 Team Cup is a six leg competition where the hills vary from
- year to year. There are 15 teams participating with 4 jumpers in
- one team. All of the scores from the two rounds of each leg are
- added together. Points are awarded to the six best teams with the
- winner getting ten points. Prepare for a fierce battle with the
- opposing teams since winning is rewarded well, one bad jump can
- ruin the whole team's effort and remember that the opposing teams
- have their best jumpers jumping last...
-
- 5.5. King of the Hill
-
- The brand new competition type in SJ3! The idea is to jump against
- human or computer jumpers so that the worst jumper of each round is
- eliminated. This is continued until only one jumper is remaining -
- who is crowned the King of the Hill. You can build your own
- challenge or choose from the six existing Challenges. If you
- manage to be crowned King of the Hill in one of these six demanding
- (or not so demanding) challenges, your name will be added to the
- Hall of Fame.
-
- A interestingly different kind of competition, where winning is not
- that important, just make sure you don't end up last!
-
-
- 6. The Hill Maker:
- ------------------
-
- The hill system in SJ3 was designed in such a way that could enable
- users to build their own hills and jump in them. Also the option
- to make hills and make them available to everyone via the internet,
- was kept in mind. This is how we ended up the .SJH standard and
- the Hill Maker tool, which can be located in the Setup Menu of SJ3.
-
- Reading thru the standard of a SJ Hill below, you might think that
- making a SJ Hill is complicated, but it's not. Use the existing
- hills as examples, use a little creativity, read the instructions
- well and you'll be jumping in 'My Very Own Hill K112' in no time.
-
- 6.1. What is a SJ Hill?
-
- A SJ Hill consists of three elements:
-
- 1. The Front Picture - a PCX picture file containing the profile of
- the hill
- 2. The Background Picture - a PCX picture file providing the
- backdrop
- 3. The Hill Data File (*.SJH) - providing the essential
- data which SJ3 uses internally to build the hill
-
- 6.2. The Standards
-
- The standards of the elements are:
- 1. The Front Picture - is a 1024 x 400, 8-bit color (256 colors)
- PCX, using the colors indexed 0-63 from the palette.
-
- The profile of the hill must be a color 1-63 and it must be
- totally continous thru the whole hill. The take-off point of
- the hill "the lip" must be at least 5 pixels high. The side
- right from the profile of the hill must be solid with the color
- 0.
-
- The file must be named FRONT<number>.PCX, with <number> being
- any number from 0 to 255. When drawing a picture by yourself,
- use the numbers over 20 to ensure SJ3's normal functionality.
-
- 2. The Back Picture - is a 1024 x 400, 8-bit color (256 colors)
- PCX, using the colors indexed 64-208 from the palette. The
- effective (visible) area of the picture is only 672x400 because
- of the slower scroll of the backdrop.
-
- The file must be named BACK<number>.PCX, with <number> being any
- number from 0 to 255. When drawing a picture by yourself, use
- the numbers over 20 to ensure SJ3's normal functionality.
-
- 3. A SJH file is a data file made with the SJ3 Hill Maker.
- The extension must always be .SJH.
-
- These standards and color restrictions are strict and in order to
- fully comply you must have a fair amount of computer skills and
- good software. Moving the color palette, so that the two pictures
- - front and back - meet the standard can be a bit tricky, so be
- sure to use the 8-bit (256) color mode while drawing the picture
- and be sure to use the correct color indexes right away, so you
- won't have to edit the palette later on. The Autodesk Animator is
- the one of the only picture editors, whose palette editing
- functions are versatile enough for squeezing and moving the
- palette, which may in some cases be very useful.
-
- 6.3. Using the Hill Maker
-
- SJ3 supports up to 20 self-made hills. The self-made hills are
- files with the extension .SJH and they must be in the SJ3
- directory, so that SJ3 can look for them during start-up and also
- when entering The Hill Maker.
-
- With a self-made hill, this SJH file is the key. It holds all the
- important information that SJ3 uses to build the hill.
-
- Once you enter The Hill Maker, you'll be brought into the File
- Management page. Here you will see all the SJH files you have in
- your SJ3 directory and what are the names and K-point of these
- hills. Here you can delete hills - by pressing the DEL button on
- the correct file -, edit an existing file or create a new one.
-
- 6.4. Editing SJH's
-
- Whether you chose to edit an existing hill or make a completely new
- one, the Hill Edit Page will open. Here you can choose the info on
- what pictures your hill uses, what the speed of the jumper should
- be and so forth.
-
- The variables are:
-
- HILL.NAME - The name of the your hill
- K.POINT - The K-point of your hill
- (accepted values 20-400)
- FRONT INDEX - The number of the front picture.
- The number refers to the index number
- of the FRONT<number>.PCX.
- BACK INDEX - The number of the back picture.
- The number refers to the index number
- of the BACK<number>.PCX.
- BACK BRIGHT - Adjust the brightness of the backdrop.
- The value is a percentage of the original,
- so the value 100 represents original brightness,
- with under 100 a darker back and vice versa
- MIRROR BACK - With this option you can flip the backdrop
- horizontally. Accepted values are:
- 0 - normal, 1 - mirrored background
- VX.FINAL - The velocity of the jumper at the take-off
- given in terms of kilometers per hour.
- (accepted values 60-150 km/h)
- ADJUST.K - This item adjusts the position of the K-point on
- the hill. This is a sort of zoom factor, which
- might seem un-realistic, since the K-point is
- already set earlier, but this item is quite
- necessary since the maximum physical length of the
- hill is limited (the picture is only 1024 pixels
- wide) and while drawing the front it's difficult to
- guess where the K-point will set itself. A larger
- value brings the K-point closer to the in-run. If
- the function of this variable seems a bit odd, try
- it out in practice and you will know why it's
- there.
-
- AIR.P.PLUS - With this option you can have a small effect on the
- existing air pressure at the hill; this can also be
- understood as an adjustment of the hill's altitude
- from sea level. With a smaller value the jumper
- glides further and vice versa. Again, while
- slightly un-realistic, this item is quite useful in
- making different hills vary from each other.
-
- AUTHOR - The author (the maker) of the hill.
-
- FILENAME - The name of this SJH file. The file will be saved
- as <filename>.SJH.
-
-
-
- 7. Miscellanous Information:
- ----------------------------
-
- 7.1. Sending Your Highscores for the Universal Superman list
-
- Every time you exit the program the program _automatically_ creates
- the SENDME.TXT file, which includes your highscores and hillrecords
- in one file. This is the file you want to send me via e-mail or
- otherwise. I collect all the best results to the infamous
- Universal Records page at the SJ3 home page, which has the top results
- from around the world. It is very fun to see how your own results
- rank when compared to other people's results. Highly recommended!
-
- A little warning: Don't try to edit either the HISCORE.SKI file or
- the SENDME.TXT file since they are both encoded with a highly
- complex method. :) If you try to send me fake results I *will*
- find out easily and you will be placed on a blacklist.
-
- 7.2. Jointop.exe
-
- Jointop is a small program that allows you to join two HISCORE.SKI
- files (the ones that hold your hiscores and hillrecords) into one
- HISCORE.SKI file. It's simple to use, just specify the two input
- files and the output file in the command line of the program.
- Something like this: JOINTOP HISCORE.IN1 HISCORE.IN2 HISCORE.SKI
- Computer generated jumpers will NOT be duplicated by default,
- you can change this by using the parameter '-i'. The parameter
- '-?' displays the usage info.
-
-
- 7.3. Bug Reporting
-
- If you run into unsolvable problems with the program, write a good
- description of the problem along with possible error messages and
- send the information to me and we will try to sort things out. SJ3
- has been throughly tested with many different PC setups, so no
- problems should arise.
-
-
- 7.4. Shareware Info
-
- Ski Jump International v3 is not freeware or public domain
- software, it is normal commercial software marketed using the
- shareware concept. This means that you can try this software for 30
- days totally free-of-charge and after this evaluation period you
- have to register the game or delete it from your hard-disk. In
- addition, the unregistered version of SJ3 will have many
- restrictions to its functionality. Overall, you should have many
- reasons to register this software, it is cheap and easy and with
- SJ3, registering is now easier than ever for people living outside
- of Finland.
-
- Please see the REGISTER.TXT for detailed info, it's important.
-
-
- 7.5. Legal Stuff
-
- The _unregistered_ version of SJ3 can and should be spread around
- to your friends, the Internet and BBS' as much as possible, just
- remember to use the original and unchanged package (SJ3xx.ZIP).
- You are not allowed to sell or use any version of SJ3 for profit
- without direct permission from the author.
-
- The registered version can only be used in one machine. !!!
- Unauthorized copying of the registered version is a violation of
- copyright law !!! You guys do understand that it's quite easy to
- locate "the leak" since your registree name and number are visible
- in the game and also decoded in the program itself. So don't be
- stupid. "The time is always right to do the right thing!"
-
- Also I'd like to point out that the Ski Jump International v3
- computer game is being made available on an "as is" basis, and
- carries no warranties, express or implied. The author (Ville
- K÷n÷nen) shall in no way be held liable for any damages resulting
- from the use of this program or the media on which it is
- distributed, including, without limitation, loss of business
- profits, interruption of business, loss of information, damage to
- equipment, any warranty of merchantability or fitness for a
- particular purpose, or any other incidental or consequential
- damages. So there.
-
-
- 7.6. Report Piracy
-
- If you run into a registered version of SJ3 distributed freely on
- the Internet or in a BBS, please report it to me as quickly as
- possible. It is very possible to take legal action against anyone
- who illegally distributes pirate software.
-
-
- 8. Contact Info:
- ----------------
-
- Ville K÷n÷nen
- Jousenkaari 9 B 77
- 02120 Espoo
- Finland
- Europe
-
- E-Mail: vkononen@cc.hut.fi
- ^^^^^^^^^^^^^^^^^^
- Bank Details are noted in the REGISTER.TXT file.
-
- Free absolutely free to mail me with whatever questions or
- suggestions you may have.
-
-
-
- And congratulations for reading this file to all the way down here,
- it's nice to know that I didn't spend all this time writing this
- damn thing for nothing. Thank you kindly!
-
-