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- GRAND PRIX (VERSION 2) A HOLE IN THE WALL GAME
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-
- This is THE game of Formula 1 Grand Prix team management. Version 2 incorporates
- many suggestions sent in by devotees of its predecessor.
-
- In GRAND PRIX you manage any one of twenty racing teams. You are responsible for
- hiring drivers, hiring and firing staff, designing, constructing and testing
- cars, and making critical financial and race-day decisions. Will you win the
- championship or go bankrupt? Play the game and find out.
-
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- IMPROVEMENTS FROM VERSION 1
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-
- - Displays, and in particular the race displays, have all been improved.
- - Race circuit diagrams have been added, and every race is now different,
- depending on the characteristics of the circuit as regards speed, the
- relative importance of handling and engine power, and the ease or difficulty
- of overtaking.
- - You now get involved in the detailed design and construction of your cars,
- in particular the selection of car components and specialist staff, the
- timing of development, and the amount of testing done.
- - You can now have spare cars, and a third driver.
- - You can now hire/fire staff, sign drivers, and develop your cars during
- the season - so there is much more to do all the time.
- - Driver recklessness is now a major factor in their performance.
- - Selection of tyre compound for each race is now incorporated, and tyre wear
- is an important factor.
- - Breakdowns now relate directly to specific weaknesses in your car components
- and/or staff.
- - You now have control over pit stops during each race.
- - More detailed statistics are provided.
- - Team and driver names have been updated.
- - 1001 other minor amendments and improvements!
-
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- STARTING THE GAME
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-
- Throughout the game, the options available to you are displayed on the screen:
- most selection is done using the arrow () keys to find the desired option,
- then enter (Ù) or the spacebar to select it. Most facilities are provided by
- using the function keys (F1 to F10).
-
- Before you can begin you must select the team you want to play the game as.
- You can choose any of the 20 teams. You inherit their cars,staff,fincances, etc.
- The best teams provide the easiest game, with the worst teams offering a severe
- challenge to your management abilities. The hardest game of all is being in
- charge of WIZARD; you haven't cracked the game until you've taken Wizard to
- number 1.
-
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- MONEY
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-
- You will be allowed up to twenty million of an overdraft (on which interest is
- charged) - exceed this and you run the risk of being declared bankrupt.
-
- Money will come in on a race by race basis from sponsors and race winnings.
-
- Expenditure is also on a race by race basis, and should be self explanatory.
-
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- CARS
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-
- Your team can have up to six cars: a main car and spare car for each of your two
- main drivers, and two cars under development/testing.
-
- DEVELOPMENT
- -----------
-
- The rating of a car deteriorates over time as new technical developments are
- made: to remain competitive, you should aim to build yourself a new car at least
- every year. Development of a new car will take a while (the more mechanics you
- have the less time it will take) - so you must plan in advance. Development
- involves hiring the mechanics you will need and selecting the components for
- your new car/cars (you can make one or two at a time), and finally, when
- construction is finished, testing them. You will be informed of progress.
-
- There are five components:
- body
- chassis
- transmission
- electronics
- engine
-
- There are nine outside manufacturers of each component, each of whom produce
- four models. Prices vary from component to component, from manufacturer to
- manufacturer and from model to model. Price is not a foolproof guide to the
- quality of a manufacturer - as in reality the most expensive is not necessarily
- the best. However, it is safe to assume that, for any one manufacturer, model 4
- will be better than model 3, which in turn will be beter than model 2, and model
- 1 will be their worst model. In the component menus, an expert's opinion of the
- quality of each component is given (bottom right of the screen), which is a
- reliable, though not precise, guide, to help you in your selection. You should
- also examine other teams selections, compared with their performances, as a
- guide to what is good.
-
- Alternatively, you may choose to design and build your own components (hit F5
- from any of the components menus). This is always an expensive exercise, and the
- quality of the part produced will reflect the skill of the member of staff who
- specialises in that component. It is assumed that outside help is purchased
- where necessary, so designing your own parts will not take any longer than
- using bought-in parts in a new car: extra time spent on design and assembly is
- countered by time saved in becoming familiar with the part.
-
- If you have good staff, then you should be capable of designing and building
- your own car components to a higher standard than any you can buy in from
- outside suppliers.
-
- The relative merits of the various outside suppliers of car components will vary
- from season to season as they update their products, so for example if you
- discover that Renault engines are the best in a given year, you cannot assume
- that they will continue to be the best the following year (though they may be).
-
- A few top-quality models may not be available to you. This is because, in the
- judgement of the manufacturer, you are not good enough to do justice to his
- wonderful component. Prove him wrong and he'll happily admit his mistake.
-
- TESTING
- -------
-
- A new car will be useless if you do not test it - up to a point (where the car
- is as good as it is going to get). You must choose which circuit to use for
- testing - choice of circuit is not crucially important, but for example a
- circuit where handling is of prime importance would be the most suitable for
- testing a new car where the major improvements made over the old car is in the
- chassis: the lap times achieved will indicate how good your new car is.
-
- Testing is expensive, and involves risk of injury to your driver, and damage
- to the car - so do not overdo it. It hardly need be said that reckless drivers
- do not make good test drivers.
-
- The testing meter on the "cars" screen indicates merely how frequently a car
- has been tested and is not supposed to indicate how much or little a car will
- improve by further testing.
-
- If you have made only one car and you decide you want another you will have to
- go through the whole testing process again. So, plan ahead - if you require two
- cars, make them both at the same time, then they can be tested simultaneously.
-
- REBUILDING
- ----------
-
- The rebuild option enables you to reconstruct a car that has been written off
- very quickly, so that you need only be without that car for one race. This is
- achieved by hiring additional mechanics temporarily to bring your total of
- mechanics up to 60, and by suspending any development work currently underway.
- This will all be taken care of automatically for you by selecting this option.
- You can only rebuild a car that is "in pieces".
-
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- DRIVERS
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-
- You can have up to 3 drivers, but only 2 can be entered for any single race. A
- third (i.e test driver) is useful as a backup (he will enter races if either of
- the other 2 are injured); he will also do all your testing for you, thus
- preventing the likelihood of your main drivers crashing during testing and being
- in hospital for several months.
-
- There are two key factors to observe when studying drivers.
-
- Skill: this indicates their technical ability, and
-
- Temperament: this ranges from reckless to cool.
-
- A reckless driver is liable to thrash the car to pieces, wear out his tyres
- quickly, spin off and the like, but he will also overtake in the tightest
- situations, and generally will get round the circuit faster.
-
- A cool driver will look after the car, preserve his tyres, is unlikely to spin
- off or crash and he won't overtake in dangerous situations. With a reliable car,
- you can be quietly confident of him finishing the race.
-
- A reckless driver is more likely to provide good qualifaction times than a cool
- one with the same skill. The cool driver is more likely to finish the race than
- the reckless one, but if the reckless driver does finish he should obtain a
- better placing.
-
- It is advisable to have a cool driver for testing purposes.
-
- SIGNING DRIVERS
- ---------------
-
- There are 100 drivers to choose from, listed in order of skill. Your choice of
- driver may agree to join you, or he may think he's too good (in which case
- you'll have to try another - during the racing season their responses will
- fluctuate in accordance with your racing performances).
-
- You can sign a driver at any point in the season. Signing a driver for this
- season means he joins you immediately. Signing one for next season means he will
- join you at the end of the racing season.
-
- You must have at least one driver at all times, but there is nothing to prevent
- you from signing a second, or third, at any time (in which case they will stay
- with you until the end of the current season).
-
- Signing a driver already under contract to another team is strictly forbidden
- (how could we possibly encourage such flamboyant disregard of the law?)
-
- CONTRACTS
- ---------
-
- All contracts terminate at the end of the season. If you have a good driver whom
- you wish to keep, make sure you hire him for next season as well as the current
- one, otherwise he may well leave.
-
- Drivers are offered contracts by other teams throughout the racing season, so
- there is quite a lot of movement from one team to another. Don't forget you can
- "poach" a driver by signing him mid-season before his existing team gets his
- signature for the forthcoming season.
-
- Contracts must be honoured. You cannot sack any of your drivers; equally, they
- can't leave you until the end of the season.
-
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- STAFF
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-
- You must at all times have the following staff: an aerodynamics expert (to deal
- with the body), a chassis expert (chassis), an electronics expert (electronics),
- a transmission expert (transmission), an engine expert (engine tuning), a
- head mechanic (supervision of the general mechanics) and at least 8 general
- mechanics (pit stops/repairs/maintenance/construction).
-
- All staff affect the car in some way.
-
- The words used to describe the skills of the staff (dodgy,so-so,reliable,good)
- are approximations. Don't be misled into thinking that, for instance, all
- "reliable" chassis experts are the same: they're not. There are various clues
- in the game to show who's better than who, but we wouldn't want to spoil your
- fun by telling you what they are..........
-
- AERODYNAMICS/CHASSIS/ELECTRONICS/TRANSMISSION/ENGINE
- ----------------------------------------------------
-
- The game assumes that the staff are continually occupied by tinkering about
- with their favourite part (!) - so, for example, an expert chassis engineer will
- get the best possible out of a bought-in chassis (and will be able to design a
- top rate chassis himself - should that option be taken), whereas an incompetent
- chassis engineer will seriously degrade any chassis he gets his hands on. So to
- get good cars, you must have good staff as well as good components.
-
- HEAD MECHANIC/ELECTRONICS EXPERT
- --------------------------------
-
- These two individuals are responsible for reliability. Any mechanical or
- electrical breakdown can usually be attributed to them. For example, a very bad
- head mechanic combined with a very bad chassis will probably result in chassis
- problems at most circuits, whereas a very good head mechanic in charge of the
- same chassis, will see you through all the circuits where handling is not a
- crucial factor. The same applies to the electronics expert. Count yourself
- extremely unlucky if a very good chassis, combined with a very good head
- mechanic and a very good electronics expert EVER results in chassis problems.
-
- GENERAL MECHANICS
- -----------------
-
- This rowdy bunch reflect the qualities of their boss, that important personage
- the head mechanic. If he's good, they will be too.
-
- In construction of cars they simply affect the speed at which the cars are
- built (numbers more important than skill).
-
- Pit-stops is where their skill is reflected: the better they are, the quicker
- your pit-stops will be.
-
- HIRING STAFF
- ------------
-
- For general mechanics, you simply choose how many you want.
-
- For all other staff you are presented with a menu of suitable candidates. Your
- choice will decide whether or not he wishes to join you, depending on how good
- he thinks you are in relation to his own skill. If he doesn't want to join you,
- try some one else. If he does, then press 'Y' to accept him (if you have some
- one currently employed in the same category, you will be asked if you want to
- sack him first). As with the drivers, responses will vary during the season.
- Unlike the drivers, however, the staff do not require contracts: they will stay
- until you sack them, or until they decide to leave (see below); also, unlike
- the drivers, you may directly poach staff from another team.
-
- Each staff member will take time to become accustomed to your team. If you hire
- some one very good to replace some one very bad, you will still be worse off for
- a while. Consequently, the best time to hire new staff is during the close
- season when you have plenty time for them to familiarise themselves with your
- car(s). The same applies to all teams, so, if you do hire some one from another
- team during the season, you will jeapordise the performance of his old team.
-
- STAFF TEMPERAMENT
- -----------------
-
- Normally this ranges from Fickle to Loyal. However, staff temperaments can
- change according to how they are treated. They don't like being sacked or
- replaced and can take a long time to forgive you for the way you've mistreated
- them. Watch out for the sadists.
-
- Loyal staff will never leave during the season; fickle staff are quite capable
- of leaving at critical times. Consequently, loyal staff are harder to lure away
- from their existing teams than their fickle colleagues and loyalty is a factor
- in their asking price.
-
-
- FIRING STAFF
- ------------
-
- Press Del to fire a member of staff. Excepting general mechanics you will be
- asked for confirmation. Press 'Y' and he's gone. You will then have to find a
- replacement (every post must be occupied).
-
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- QUALIFYING
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-
- For qualifying the drivers are split into 4 groups. Each group has a set period
- of time in which to register a fast lap. The 26 drivers with the fastest laps
- qualify for the race.
-
- Your own driver(s) times are always displayed, along with their current grid
- position (their best lap in relation to all drivers either on the track or
- already finished qualifying). Any driver whose time is not updated is either
- injured or has no car.
-
- The coloured bars indicate how much time each group has left.
-
- Use the function keys (F1 - F4) at any time to see any group.
-
- Use the left/right arrow keys to slow down/speed up the qualifying.
-
- Press F9 to turn that horrible noise on or off.
-
- When the qualifying is over, press enter (or the spacebar). The grid positions
- for the race is shown. Next comes the main event.....
-
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- THE RACE
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-
- There are 16 races per season. Each race is held at a different circuit and each
- circuit has its own unique aspects. For a general guide on the different
- circuits press F8.
-
- Each circuit has different characteristics - some will favour a powerful engine,
- others a good chassis and transmission, in varying degrees. Also overtaking is
- more difficult on some circuits than others (making qualifying grid positions
- more important). So if you consistently fare badly on a given circuit,that gives
- a clue to the weaknesses in your cars.
-
- Breakdowns will generally result from a weakness in a certain component of your
- car, or the inadequacies of the member of staff involved (though there is a
- chance element). For example, if you consistently have brake failure, then look
- to your chassis or chassis engineer for the cause.
-
- Points are awared as follows:
- 1st - 10 pts
- 2nd - 6 pts
- 3rd - 4 pts
- 4th - 3 pts
- 5th - 2 pts
- 6th - 1 pt
-
- At the top left of the race screen, the top 6 cars are shown. If your driver
- isn't there you can use the up/down arrow keys to show any adjacent 6 cars in
- the display panel. Times are shown either as distance behind the leader / lap
- averages or totals (press ins to change).
-
- The big number in the top right indicates how many laps of the race remain.
-
- The order of the race (all 26 entrants) is displayed in the race order panel in
- terms of team symbols. The 1st car is leftmost, 26th rightmost. A symbol shown
- in yellow indicates a competitor making a pit-stop, red indicates a retirement.
-
- Your own driver(s) are shown as grey and purple.
-
- Each of your drivers has various useful items of information displayed:
-
- - a tyre meter: when there is no yellow left, he's in trouble
- - a malfunction box: any severe problems flash in this panel
- - his distance behind the leader, average lap and last lap times
-
- Your drivers will come into the pits of their own accord if they have a severe
- problem that needs fixed. They won't come in for tyres, however: you must
- instruct them to make a pit-stop. To bring in your 1st driver, press F1. F2
- brings in your second. You can ask them to come in to the pits at any time (and
- they will always do so if they are asked - assuming they don't retire on their
- way to the pits). A pit-stop, for whatever reason, will result in fresh tyres
- being put on. You will only be asked which tyres you want to use (wet or dry) if
- the weather conditions are uncertain. Times given for pit-stops do not include
- time taken to get into and out of the pits.
-
- Use the left/right arrow keys to slow down/speed up the race.
-
- Press F3 to see who has retired, and why.
-
- Press F4 to see what prize money is on offer (the same for all races), and what
- position you must achieve to receive a bonus from your sponsors.
-
- Press F5 to see a lap-by-lap race commentary. It is advisable to check this
- display often: it can explain that your driver's previous slow lap was due to
- his spinning off (maybe he's using dry tyres in the wet or maybe he's just
- being his reckless old self). Use the arrow keys to scroll through the
- commentary (to get to the current lap quickly, just press End).
-
- Press F6 to see the current times for all 26 cars.
-
- Press F7 to review the grid positions.
-
- Press F8 for circuit information (race lap records are updated in real time
- during the race).
-
- Press F9 to turn that horrible noise on or off.
-
- Once the race is over you can review any of the available options as if the race
- were still in progress. Press the spacebar to continue.
-
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- SCORE
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-
- The score seen on the main screen is intended as a guide for your own use. For
- those who are interested points are awarded as follows (points are given for
- the performances of both your drivers, not just the best):
-
- GRID POSITION: 1 - 260 pts: 2 - 250 : 3 - 240 : 4 - 230 : a
- 5 - 220 : 6 - 210 : 7 - 200 : 8 - 190 : a
- 9 - 180 :10 - 170 :11 - 160 :12 - 150 : a
- 13 - 140 :14 - 130 :15 - 120 :16 - 110 : a
- 17 - 100 :18 - 90 :19 - 80 :20 - 70 : a
- 21 - 60 :22 - 50 :23 - 40 :24 - 30 : a
- 25 - 20 :26 - 10 a
-
- RACE FINISHING POSITIONS: points are awarded as for grid positions and
- multiplied by 10.
-
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- THAT'S ALL FOLKS....
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-
- We hope you enjoy playing this game. A lot of time and effort has gone into the
- development of GRAND PRIX but there is always room for improvement. There will
- be a version 3 if people show sufficient interest, so send us any ideas you have
- for improvements.
-
- And of course, in the unlikely event that you should find a bug in the game,
- please let us know, and (if you have registered) we will do our best to sort it
- out for you.
-
- All correspondence should be sent to:
-
- WIZARD GAMES,
- 4 HOSELAW,
- KELSO,
- TD5 8BP,
- SCOTLAND
-
- Thank you to everybody who has sent us letters of encouragement and constructive
- criticism. Thanks also to all of you who have registered any Wizard games and to
- everyone working to promote shareware all around the world.
-
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- GRAND PRIX (VERSION 2) A HOLE IN THE WALL GAME
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