
                               WINTER GAMES
                               ------------

          Typed in by CYBORG. Edited by Parasite and Codetapper!

 
THE GAMES
---------
All events in WINTER GAMES can be controlled with either the joystick or
keyboard.  This file will illustrate both.

 
FIGURE SKATING
--------------
Figure Skating 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.

- Press the FIRE button or SPACE BAR to begin Figure Skating.
- To begin a movement, point the joystick in the direction of the movement
  you want to make and press the FIRE button or SPACE BAR.
- To COMPLETE a movement, center the joystick and press the FIRE button or
  SPACE BAR.
- To SKATE BACKWARD, center the joystick and press the FIRE button or press
  the 'J' key and then the SPACE BAR.
 

JOYSTICK OR KEYBOARD CONTROLS: FIGURE AND FREE SKATING:

                      Camel Spin
Lutz Jump   U             I             O   Double Axel Jump
              \           |           /
               \          |          /
Skate           \         |         /          Skate 
Backward    J  ------   SKATE   ------  K      Forward
                 /    BACKWARDS    \
                /         |         \
               /          |          \
Triple        /           |           \
Lutz Jump   N             M             <.  Triple Axel Jump
                       Sit Spin
 

FIGURE SKATING TIPS
 
AWKWARD:  A movement will be judged as elegant or awkward, depending on
when you press the FIRE button or SPACE BAR.  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 together, it will be a little
awkward.

FORWARD SKATING performers can do a Double or Triple Axel Jump or turn
around and begin skating backwards.  Remember:  be skating forwards when
the timer 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 AND 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 Penalties
 
   .7 Point penalty for each fall.
   .2 Poing 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 choose 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 score according to what moves are
made.

NOTE:  If you successfully complete a fourth attempt at a movement the
Judges will not credit your score.
 
MOVEMENT        POINTS EACH ATTEMPT
-----------------------------------
Camel Spin                   .3
Sit Spin                     .3
(1.8 points maximum)
 
Camel into Sit Spin          .5
(1.5 points maximum)
 
Double Lutz Jump             .2
Double Axel Jump             .2
(1.2 points maximum)
 
Triple Axel Jump             .4
Triple Lutz Jump             .4
(2.4 points maximum)
                            -----
Total                        6.9
(6.0 Maximum ceiling)
 
+  Total and Maximum Score Penalties:
 
   PENALTY       TOTAL        MAXIMUM
   ----------------------------------
   Fall            -.5          -.2
   Awkward         -.2          -.05
 
NOTE: No penalty for failing to attempt all seven movements.
 
EXAMPLE:
 
Your total score: 6.9   Maximum: 6.0
     1 fall       -.5            -.2
     2 Awkards    -.4            -.1
                 _____    Final _____
        Total     6.0     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 fasted
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!
 
- You will be skating against a computer player on the top half of the
  screen.  Your skater is on the bottom half of the screen.  Press the FIRE
  button or SPACE BAR on the keyboard to begin the countdown.

- When then countdown reaches "GO", begin skating by moving the joystick to
  the LEFT and RIGHT or pressing the keys 'J' and 'K', to move your
  skater's legs.  The trick is to make the skater's legs move back and
  forth as in real skating.
- Continue skating by moving the joystick back and forth or pressing 'J'
  and 'K' in rythmic strokes to move your racer's legs.  Build your natural
  skating rhythm faster to get up to speed - and GO FOR IT!
- The skater with the fastest time wins the race. (duh)
- When the race is over, press the FIRE button or SPACE BAR 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 or SPACE BAR to start a jump.
- Push the joystick in one of these six directions or press the appropriate
  key on the keyboard to begin a movement:
 
     Daffy  U                      O  Back Scratch
              \                  /
               \                /
                \              /
 Back Flip  J <-----  LAND  -----> K  Forward Flip
                /              \
               /                \
              /                  \
 Mule Kick  N                      <.  Swan

- To do one movement after another, move the joystick or press the
  appropriate key 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 or press the SPACE BAR.
- 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 ten 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 ten. Combinations of different movements count for the most points. Points
will be deducted for awkward transitions between moves.

    STUNTS                            POINTS
    ----------------------------------------
    1 Stunt                            6.3
    1 Flip                             7.2
    2 Stunts (same)                    8.7
    2 Flips (same)                     9.2
    2 Stunts (different)               9.6
    1 Stunt and 1 Flip                10.0
    2 Flips (different)               10.0
 
    +  1.4 point penalty for each awkward movement.
 

SKI JUMP
--------
Every gust of wind chills your body as you look down 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 or your skis, to reduce wind resistence and increase the length of
your jump.
 
- Press the FIRE button or SPACE BAR to begin your approach.
- When you reach the takeoff point, press the FIRE button or SPACE BAR
  again.
- In the air, watch the upper right-hand corner of the screen for the
  faults.  Correct faults quickly to get maximum style points and distance.
 
  If your knees are BENT, move the joystick UP or press the 'I' key to 
  correct.
  If your're too far FORWARD, move joystick LEFT or press the 'J' key.
  Too far BACK, move joystick RIGHT or press the 'K' key.
  SKIS CROSSED, move joystick DOWN or press the 'M' key.
 
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.
 

BIATHALON
---------
Race over a cross-country track on skis with a .22 caliber rifle slung 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 or SPACE BAR to start cross-country skiing.
- Move your joystick LEFT and RIGHT or press the keys 'J' and 'K' 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 or pressing 'J' and 'K'.
- For UPHILL terrain, move the joystick faster or press the keys faster to
  increase speed.
- DOWNHILL stretches go fastest if you're using the double-pole technique.
  Pull the joystick back or press the 'M' key 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 five second penalty.  The gun must be loaded and the
  shell ejected for each shot.  Pull the joystick BACK or press the 'M' key
  to open the chamber.  Push the Joystick FORWARD or press the 'I' key to
  load the shell.  Push the FIRE button or SPACE BAR 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 is the skier with the fastest total time.

 
BOBSLED
-------
Prepare to careen down a track of solid ice - while you 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 or SPACE BAR to begin the race.
- Move the joystick LEFT and RIGHT or press keys 'J' and 'K' to guide your
  sled, pull BACK on the joystick or press 'M' to brake.
 
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.
 
- The winning bobsled's score is based upon the fastest time through the
  tracks.
