
                                WINTER 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 rythm 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 jor 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.


