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COMPUTER SOFTWARE 



WINTER GAMES 



INSTRUCTION MANUAL 



for the Commodore 64 "7128™ 




Game program designed by Action Graphics, Inc. 



-Z XT ^ E JET J EL ^ZL JET -=g- 1r 



MOMENT OF TRUTH 



You're an athlete at the 1988 Winter Games at Calgary, Alberta, 
Canada. You're about to move across snow and ice with as much 
speed, strength, endurance and grace as you can muster in the 
blustery cold. 

This is the winter portion of the world's foremost amateur sports 
competition. You'll match your skills against the top athletes from a 
hundred countries. 

Be proud. Today you stand among the elite few whose courage and 
stamina will be tested by these Winter Games. Listen. A fanfare of 
trumpets sounds as the WINTER GAMES flag is slowly raised. 
Thousands of white doves are released, symbolically to fly to the 
countries of the world with the message of peace-and the news that 
the Winter Games have begun. This is it>-your chance to go for the 
Gold! 



OBJECTIVES 

WINTER GAMES challenges your competitive skills with a 
series of athletic contests for 1 to 8 players. You can compete in 
seven challenging winter events-Ski Jump, Bobsled, Figure Skating, 
Freestyle Skating, Hot Dog Aerials, Speed Skating and 
Biathlonicross-country skiing and rifle shooting). 

Practice each event first to hone your skills. Then choose from the 
18 countries you can represent in the competition, and go for the 

Sold! 

WINTER GAMES provides judges, keeps scores, and awards 
medals to the winners-the Gold for first, the Silver for second, and 
the Bronze for third place. If you break a "World Record," WINTER 
GAMES will save your name and display it on a special World 
Records screen. 

Get ready to give it your best-and remember the motto 
of the ancient Greek atheletes: 



Citius—AItius—Fortius 
'Faster-Higher-Stronger!" 



■ 









GETTING STARTED 



Loading Instructions 

■ Set up your Commodore 64/128 as shown in the Owner's Manual. 

■ Remove all disks from the drives. 

■ Plug your joystick into Port #2. If you're using two joysticks, 
plug the second joystick into Port #1. 

■ Turn the computer and disk drive ON. 

■ Insert the WINTER GAMES disk into the disk drive, with the 
Side 1 label facing UP, and the oval cutout pointing towards the 
back. 

■ Type LOAD"*",8,l and press the RETURN key. 

■ Commodore 128: Set system to C-64 Mode. 

To use the EPYX FAST LOAD" Cartridge: 

■ Set up your Commodore 64/128 as shown in the Owner's Manual. 

■ Insert the FAST LOAD Cartridge into the cartridge slot of your 
computer. Commodore 128: FAST LOAD Cartridge 
automatically sets system to C-64 Mode. 

■ Plug your joystick into Port #2. If you're using two joysticks, 
plug the second one into Port #1. 

■ Turn the computer and disk drive ON. 

■ Insert the WINTER GAMES disk into the disk drive, with the 
Side 1 label facing UP, and the oval cutout pointing toward the 
back. 

■ Press the C= (Commodore) key and the RUN/STOP key to load 
the program. 



STARTING PLAY 



Opening Ceremony 

A spectacular opening ceremony welcomes you to WINTER GAMES. 
An athlete bearing the flaming torch mounts the steps to light the 
sacred fire that burns night and day throughout the WINTER 
GAMES. White doves are released over the stadium, to symbolize 
peace on earth. Let the games begin! 

How to Play 

Once the opening ceremony concludes, a menu screen offers you a 
choice of six options. To make a selection, use your joystick to 
move the cursor to your choice, then press the FIRE button. 



OPTION 1: Compete in all the Events 

Compete in all seven events, : Ski Jump, Bobsled, Figure 
Skating, Hot Dog Aerials, Freestyle Skating, Speed Skating, 
and Biathlon. The computer keeps a running tally of medals 
awarded to each player, 

■ To enter your name, type your name on the keyboard and press 
RETURN 

■ To choose your country, use the joystick to move the cursor to the 
flag of your choice, then press the FIRE button to select that 
country. 

(To listen to the country's anthem, type S.) 

■ Repeat name and country selection for each additional player (up 
to eight). When all players' names and countries are entered, 
press RETURN. 

■ A verification screen appears. If all names and countries are 
correct, select YES with the joystick and press the FIRE button, 
or type Y. To delete names and start again, select NO or type N . 

OPTION 2: Compete in Some Events 

Similar to OPTION 1; however, you can compete in any number of 
the listed events for this round of international competition. 

■ Select the event(s) by typing the corresponding numbered key or 
by moving your joystick and pressing the FIRE button. 

■ The events you select will be displayed in white. 

■ When you are finished selecting the events, move the cursor to 
the word DONE and press the FIRE button. 

OPTION 3: Compete in One Event 

Similar to OPTION 1, but you only compete in the event you select. 

■ Use the joystick to choose the event, then press the FIRE button. 
(Or type the key matching the event number.) 

OPTION 4: Practice One Event 

No scores are kept during practice rounds. 

■ Move the joystick to choose the event, then press the FIRE 
button. (Or type the key matching the event number.) 

OPTION 5: Number of Joysticks 

For one player, plug your joystick into Port #2 and select 1. 
For two or more players, plug both joysticks in and select 2. 

■ Select 1 or 2 by pressing the FIRE button. 
(Or type 1 or 2.) 



OPTION 6: See World Records 

Displays the highest score recorded in all events, with the name and 
country of the player who achieved each world record. 
■ Press the FIRE button to return to the menu. 
OPTION 7: Opening Ceremonies 
Repeats the opening ceremonies. 



THE GAMES 




Figure Skating 



Figure Skating (Short Program) is a one-minute, 
timed exercise of seven compulsary movements: 
Camel Spin, Sit Spin, Double Axel Jump, Triple 
Axel Jump, Double Lutz Jump, Triple Lutz Jump, and Camel 
into Sit Spin. You can perform the seven movements in any order 
you choose. It's the grace and form of your skating that count! 

■ Press the FIRE button to start Figure Skating. 

■ To begin a movement, point the joystick in the direction of the 
movement you want to make and press the FIRE button. 

■ To COMPLETE a movement, center the joystick and press the 
FIRE button. 

■ To SKATE BACKWARD, center the joystick and press the FIRE 
button. 

These are the key Figure Skating movements, in their relative 

joystick positions: 

Joystick Controls: Figure Skating and Free Skating 



DOUBLE 

LUTZ JUMP 



SKATE 
BACKWARD 



TRIPLE A 
LUTZ JUMP 




DOUBLE 
AXEL JUMP 



SKATE 
FORWARD 



TRIPLE 
AXEL JUMP 



Figure Skating Tips: 

AWKWARD: A movement will be judged as elegant or awkward, 
depending on when you press the FIRE button. If you're skating 
forward and "trigger" a jump when the skater's legs are in open 
stride, the jump will be perfect. If the skater's legs are closed, the 
jump will be awkward. The opposite is true if you're skating 
backwards: trigger the jump when the skater's legs are closed 
and the jump will be perfect. Practice makes perfect, so keep trying! 
FORWARD SKATING performers can do a Double or Triple Axel 
Jump or turn around and begin skating backwards. Remember: Be 
skating forwards when time runs out-if you're skating backwards 
you'll fall down! 

BACKWARD SKATING athletes can do a Double or Triple Lutz 
Jump, a Camel or Sit Spin, or turn around and begin skating 
forward. 

When you do SPINS, try to make six rotations. If you turn fewer 
than six times, your exit will be awkward; more than six turns will 
make you dizzy and you'll fall. 

Don't Fall Down! 

You'll fall down if you try to move directly from a jump to a spin, a 
spin to a jump, a jump to another jump, or a Sit Spin to another 
Camel Spin. Skate backwards in between movements; skate 
forwards before you do an Axel Jump. 

Camel into Sit Spin: You can move directly from a Camel 
Spin to a Sit Spin-a very elegant combination worth 1.2 points! 

Figure Skating Scores 

You begin with a score of 0.0 The best score is 6 points. 

All scores are displayed in tenths. And don't worry-your score can't 

go below 0. 




After you successfully complete each Figure Skating movement, your 
score is added like this: 



MOVEMENT POINTS 


Camel Spin 


.7 


Sit Spin 


.7 


Double Axel Jump 


.6 


Triple Axel Jump 


1.1 


Double Lutz 


.6 


Triple Lutz 


1.1 


Camel into Sit Spin 


1.2 


Total Score 


6.0 


■ Total Score Penalties 




.7 Point penalty for each fall. 


.2 Point penalty for each 


awkward movement. 





CREDITS: Only the first attempt at each movement completed 
within the one minute is scored. 




Free Skating 



In Free Skating competition, you chose the jumps and 
spins, inventing your own choreography to music. You 
have two minutes to complete the program. 

Free Skating Scores 

In Free Skating, you try to make three successful attempts of the 
seven Figure Skating movements: Camel Spin, Sit Spin, Double and 
Triple Axel, Double and Triple Lutz and Camel into Sit Spin. The 
Judges will watch you closely in this event and calculate your 
maximum score based upon the number of falls and awkward 
movements in your routine. A smart performer will complete three 
attempts of as many difficult movements as possible within the 
two-minute time limit, to get the highest possible score. You begin 
with points. The Maximum score (ceiling) you can get is 6,0--no 
matter how high your total score. 

Note: If you successfully complete a fourth attempt at a movement 
the Judges will not credit your score. 



Free Skating Scores 



MOVEMENT POINTS EACH ATTEMPT 


Camel Spin 

Sit Spin 

(1.8 points maximum) 


.3 
.3 


Camel into Sit Spin 
(1.5 points maximum) 


.5 


Double Lutz Jump 
Double Axel Jump 
(1.2 points maximum) 


.2 
.2 


Triple Axel Jump 
Triple Lutz Jump 
(2.4 points maximum) 


.4 
.4 


Total 

(6.0 Maximum Ceiling) 


6.9 


■ Total and Maximum Score Penalties 


PENALTY TOTAL 


MAXIMUM 


Fall -.5 
Awkward -.2 


-.2 
-.05 


Note: No penalty for failing to attempt 
all seven movements. 


EXAMPLE: 




Your Total Score: 6.9 

1 Fail -.5 

2 Akwards -.4 

Total 6.0 


Maximum: 6.0 
-.2 
-.1 

Your Final 

Score » 5.7 



CREDITS: Only the movements completed within the two-minutes 
are scored. 

Movement attempts will be added to your score only if they're 
successfully completed. 




Speed Skating 



Speed Skaters can move at 30 miles per hour-much 
faster than athletic track runners. In fact, Speed 
Skating champions are the fastest self-propelled 

human beings over level earth! 

In Speed Skating, two racers skate side-by-side, in separate lanes, as 

fast as they can go! 

■ When "PRESS YOUR BUTTON" appears on either half of the 
screen, the player whose name appears on that half of the screen 
must press the joystick FIRE button. The next player does the 
same. This begins the countdown. 

■ When the countdown reaches "GO," begin skating by moving the 
joystick to the LEFT and RIGHT to move your skater's legs. The 
trick is to make the skaters legs move back and forth as in real 
skating. 

■ Continue skating by moving the joystick back and forth in 
rhythmic strokes to move your racer's legs. Build you natural 
skating rhythm faster to get up to speed-and GO FOR IT! 

■ The skater with the fastest time wins the race. 

■ When the race is over, press the FIRE button to begin the next 
event. 




Hot Dog Aerials 



This demonstration sport tests your guts, grace and 
precision on skis. Strive for a performance of athletic 
artistry as you flip through the air in a dazzling series 
of daredevil moves. 

■ Push the FIRE button to start a jump. 

■ Push the joystick in one of these six directions to begin a 
movement: 



Daffy - ^ Back Scratch 



Back Flip -^ Land w- Forward Flip 




Mule Kick r ^K Swan 



■ To do one movement after another, move the joystick when the 
Hot Dog Skier is in mid-air— timing is crucial. 

■ To get out of a move or begin another move push the joystick to 
the center (LAND) position. 

■ Hold each movement (except the Flips) until you choose a 
different move. 

■ Go into the landing position before you hit the ground, or you'll 
Fall. 

Scores 

The score is based on both style and difficulty, and is displayed after 
you land. The maximum is 10 points. 

DIFFICULTY is judged by the number of different maneuvers 
performed in mid-air. Any combination of movements can be mixed 
together for a total maximum score of 10. Combinations of different 
movements count for the most points. Points will be deducted for 
awkward movements. Watch your landing! If you fall, you won't 
receive a score. 



STUNTS 


POINTS 


1 Stunt 


6.3 


1 Flip 

2 Stunts (Same) 
2 Flips (Same) 

2 Stunts (Different) 
1 Stunt and 1 Flip 


7.2 
8.7 
9.2 
9.6 
10.0 


2 Flips (Different) 


10.0 


■ 1.4 point penalty for each 
awkward movement. 



Wf n *^i Jump 

W '/jM Every gust of wind chills your body as you look down 

V^fl from the top of the jump tower to the runway far 

below. The judges and spectators look like insects from 

this height. GO! Your coiled body lurches forward and suddenly 

you're into another world! 

You crouch down low, in a tucked position, to accumulate as much 
speed as possible. At the take-off, you leap out, push up, and lean 
forward, over the edge of your skis, to reduce wind reisitance and 
increase the length of your jump. 

■ Press the FIRE button to begin your approach. 

■ When you reach the takeoff point, press the FIRE button. 

■ In the air, watch the upper right-hand corner of the screen for 
faults. Correct faults quickly to get maximum style points and 
distance. 

□ If your knees are BENT , move the joystick UP to correct. 

□ If you're TOO FAR FORWARD, move joystick LEFT. 

□ TOO FAR BACK, move joystick RIGHT. 
n SKIS CROSSED, move joystick DOWN. 

■ If you don't correct your faults in time, your Ski Jumper's wild 
antics will cause wind resistance and lose style points. 

Ski Jump scores are based on distance and form. 

DISTANCE: is based on the timing of the takeoff, and the 
aerodynamics of the Jumper in the air. 

STYLE: You'll get more points if you recover quickly from faults 
and don't fall. 

Scores 

Your maximum is tallied by multiplying your DISTANCE ( x ) 3 ( + ) 
STYLE POINTS. A respectable Ski Jump score would be a flight 
of 60 meters and 20 style points for a total of 200 points. 



Biathlon 



^■ifl ^ ace over a cross-country track on skis with a .22 
^a caliber rifle slimy over your shoulder. You have only a 
few cartridges to fire at the required targets, so steady 
your sights and develop an eagle eye before you fire away! 

■ Press the FIRE button to start cross-country skiing. 

■ Move your joystick left and right to move your skier's legs in 
steady, rhythmic kicks and glides. 

■ On LEVEL GROUND, keep up a steady pace by moving your 
joystick back and forth. 

■ For UPHILL terrain, move the joystick faster to increase speed. 
» DOWNHILL stretches go fastest if you use the double-pole 

technique. Pull the joystick down when the skier's hands are in 
front, to get the maximum push down the slope. 

■ SHOOTING: You are issued five cartridges to shoot at five 
targets, and every miss is a 5-second penalty. The gun must be 
loaded and the shell ejected after each shot. Pull the joystick 
BACK to open the gun chamber. Push the joystick FORWARD to 
load the shell. Push the FIRE button to shoot. Repeat for the next 
shot. The skier's heart rate affects your accuracy-so cool down, 
and take careful aim before you fire! 

■ The winner or high score is the skier with the fastest total time. 



Bobsled 



Prepare to careen down a track of solid ice-while you 
tf£ crouch in a precision-built machine of steel and 

^^^^^^ aluminum. You'll fly around hair-raising turns, then 
plummet down the bumpy straightaways at speeds exceeding 90 
miles per hour! 

■ Press the FIRE button to begin the race. 

■ Move the joystick left and right to guide your sled. 

HINTS: Steer hard! To avoid capsizing at the turns, try to anticipate 
the pull of centrifugal force, and steer hard in the opposite direction. 

Watch your speed! The power bar at the bottom of the screen shows 
how fast you're going. The faster you go, the harder you have to 
steer to keep plummetting toward the finish. 

Learn the course! An intimate knowledge of the course is important, 
so you learn the best position to take each corner. 

■ The winning bobsled's score is based upon the fastest time 
through the tracks. 

10 



SCORING 



Awards Ceremony 

After every event, the names, countries and scores of all competitors 
are listed in the order they placed. The name of the Gold Medal 
winner appears at the top of the screen, and his or her country's 
national anthem is played. 

Champion Ceremony 

If players compete in all WINTER GAMES events, a Grand 
Champion of the games is selected based on the number of points 
awarded. 

Gold Medal = 5 points 

Silver Medal = 3 points 
Bronze Medal = 1 point 

The points are totaled after all events have been completed, and the 
player with the most points is honored as the Grand Champion. The 
ceremony takes place after the Awards Ceremony for the final 
event. 

World Records 

If a world record is achieved in any event, the name of the 
record-breaking player is saved by the WINTER GAMES program. 
The records are displayed on the World Records screen. If a new 
record is set for an event, the previous record is erased and the new 
information appears in its place. 

Continuing Play 

To restart WINTER GAMES at any time, press RUN/STOP and 
RESTORE at the same time. The program will return to the main 
menu. You may be instructed to turn over your disk at this time. 



11 



JF ■= ET -Jg~ -SF -3F Zl d Jg- 



HOW DID WINTER SPORTS BEGIN? 



Skiing, skating and sledding began centuries ago as fun and 
practical ways for people to move across snow and ice. 

Skiing 

The earliest skis may have existed about 4,000 or 5,000 years ago 
in Scandanavia. Ski bindings were invented in the 1860s by Sondre 
Nordheim, of Mordegal, Norway. 

Once skiers could slip the toes of their boots into iron pieces, then 
fasten their heels with straps or springs, they gained much more 
control of their long wooden slats—and they could move with 
breathtaking speed. Norwegian emigrants pioneered the sport all 
over the world. 

Skating 

Skating began around 1000 B.C. Before the Iron Age, Nordic 
people made skates from elk, ox and reindeer bones. In fact, 
anthropologists have discovered bone skates they believe to be at 
least 20 centuries old! 

Since the Middle Ages, people have skated on canals in Holland. 
Ice skating was a very fashionable recreation in the French court in 
the 1770s, when Marie Antoinette was an avid enthusiast. 

Sledding 

Primative sleds were used for transporation before 3,000 B.C. in 
Northern Europe. The American Indians tied poles together with 
thongs to carry loads over snow. 

The thrill of riding a speeding sled down a steep hill caught on on 
the 1500s in Germany, when people rode tobaggans over snowy 
hillsides. Sledding became a real sport when British and American 
tourists started racing sleds down snowbound mountain roads in the 
European Alps in the middle of the 19th Century Bobsled races 
developed in the 1880s in Switzerland. 



12 



^E~ ~gE ^ g" 



THE WINTER OLYMPIC GAMES 



The first WINTER GAMES were held at Chamonix, 
France in 1924, when they were accepted as a celebration 
comparable to the Summer Games and given the official 
blessing of the International Olympic Committee. Since 
then, the WINTER GAMES have been held at the following 
locations: 



WINTER OLYMPIC GAMES 



Date 


Place 




1924 


Chamonix, France 




1928 


St. Moritz, Switzerland 




1932 


Lake Placid, New York 




1936 


Garmisch-Partenkirchen 
Germany 




1948 


St. Moritz, Switzerland 




1952 


Oslo, Norway 




1956 


Cortina, Italy 




1960 


Squaw Valley, California 




1964 


Innsbruck, Austria 




1968 


Grenoble, France 




1972 


Sapporo, Japan 




1976 


Innsbruck, Austria 




1980 


Lake Placid, New York 




1984 


Sarajevo, Yugoslavia 




1988 


Calgary, Ontario 






SUMMER GAMES AND SUMMER GAMES II 
GO FOR THE GOLD 
IN SIXTEEN EXCITING EVENTS. 





Combine the events from 
SUMMER GAMES And SUMMER 
GAMES II 

Compete in Cycling, 100 Meter 
Dash, Diving, Equestrian, Fencing, 
Freestyle Relay, 100 Meter 
Relay, Gymnastics, High Jump, 
Javelin, Koyaking, Pole Vault, 
4x400 Meter Relay, Rowing, 
Sfceef Shooting, and the 
Triple Jump 



Complete with Opening, 

Closing, and Awards Ceremonies, 

including National Anthems of 

18 Different Countries 

Play Against the Computer, or 

With Your Friends 

Individual and Head-To-Head 

Competition. 

One to Eight Players 



LIMITED WARRANTY 



EPYX, Inc. warrants to the original purchaser of this E PYX software product that trie medium on which this computer 
program Is recorded Is free from defects In materials and workmanship for a period of ninety (90) days from the date 
of purchase. This EPYX software program Is sold "as is," without express or Implied warranty of any kind, and EPYX 
is not Habile for any losses or damages of any kind resulting from use of this program. EPYX agrees for a period of 
ninety (90) days to either repair or replace, at Its option, free of charge, any EPYX software product, postage paid, 
with proof of date of purchase, at its Factory Service Center. 

This warranty is not applicable to normal wear and tear. This warranty shall not be appl icable and shall be void if the 
defect in the EPYX software product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS 
WARRANTY IS IN LIEU OF ALL OTHER EXPRESS WARRANTIES AND NO OTHER REPRESENTATION OR CLAIMS OF 
ANY NATURE SHALL BE BINDING ON OR OBLIGATE EPYX. ANY IMPLIED WARRANTIES APPLICABLE TO THIS 
SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 
PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL EPYX BE 
LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE 
OR MALFUNCTION OF THIS EPYX SOFTWARE PRODUCT. 

Some states do not allow limitations as lo how long an implied warranty lasts andor the exclusion or limitation of incidental or 
conseq uential damages so the above limitations and.'or exclusions or limitations of liability may not apply to you. This warranty 
gives you specilic legal rights, and you may also have other rights which vary from state to state. 






Commodore 64 12B Is a trademark of 

Commodore Business Machines, Inc. 

Winter Games and Fast Load Cartridge 

arc trademarks Of Epyx, Inc. 

©1985 EPYX Inc. 



1043 Kiel Court, Sunnyvale, CA 94089 



Part Number 089Q7D-S0 REV. A