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Controls

Joystick Action
UP Up
DOWN Down
LEFT Left
RIGHT Right
◯   ⬤ Fire
⬤   ◯ Fire
◸   ◥ Confirm Choice
◤   ◹ Fire

Summer Games II

Experience the excitement and realism of eight events: cycling, equestrian, fencing, high jump, javelin, kayaking, rowing and triple jump. Practice each event first to sharpen your skills, then choose your name, your country to represent and let the games begin. Try to win gold in every event, second place gets silver and third gets bronze.


Scenario

Screenshot 00

A thousand athletes. A hundred countries. Billions watching around the world as you enter the stadium, marching confidently among your nation’s strongest, fastest and boldest young men and women. Your gaze sweeps the crowd as you realise the scope of your achievement.

You are about to compete against the world’s best athletes. The pinnacle of athletic achievement. The Summer Games.

The majesty, scope and glory of the original SUMMER GAMES’ return in SUMMER GAMES II. Now you can explore the thrill of the world’s greatest athletic competition with eight brand new events. Challenge your timing in the triple jump. Test your endurance in the equestrian arena. From fencing to kayaking, you’ll be at the heart of the action as you “go for the gold”.

Strategy, skill and determination are the qualities you’ll need to succeed. Give your best in every event. Nothing can be held back. Not if you want to be a champion. Strive for victory - if you win, the gold medal will be yours. Break the world record, and your achievement will be heralded as the greatest performance ever!

There’s plenty of time for practice, but you’d better be ready when the fanfare sounds the start of the opening ceremo­nies, because this is world class competition. This is SUMMER GAMES II.


Playing the Game

SUMMER GAMES II challenges your competitive skills with a series of athletic contests for 1 to 8 players. Experience the excitement and realism of eight different events -cycling, equestrian, fencing, high jump, javelin, kayaking, rowing, and triple jump.

Practice each event first to sharpen your skills. Then choose from the 18 countries you can represent in the competition and let the Games begin!

Try to win the gold as you compete in each event. You’ll get a silver medal if you finish second and a bronze medal if you come in third. Try to win the most medals as you compete in all the events.

SUMMER GAMES II keeps scores, handles the judging, and awards medals to all the winners.

If you break a ‘World Record’, SUMMER GAMES II will save your name and display it on a special World Records screen.

So get ready to give it your best. The thrills and excitement of SUMMER GAMES II are about to begin.


Starting Play

Screenshot 01

A spectacular opening ceremony welcomes you to SUMMER GAMES II. The lighting of the flame marks the start of the international competition. White doves are released over the stadium - a traditional symbol of peace.

Once the opening ceremony concludes, a menu screen offers you a choice of nine options. To make a selection, use your joystick to move the cursor to your choice. then press the FIRE button. You may also select an option by typing the corresponding numbered key.

OPTION 1: COMPETE IN All THE EVENTS

This option allows the players to compete in all eight (or sixteen if you choose to also include events form the original SUMMER GAMES I - see OPTION 6) of the events; while keeping a running tally of medals awarded to each player. You’ll compete in the events in this order:

Triple Jump , Rowing, Javelin, Equestrian, High Jump, Fencing, Cycling, Kayaking

Note: You can press THEC64 Joystick TR button instead of RETURN in the following instructions.

  • You will first be asked to enter your name and pick your country
  • Type your name on the keyboard and press the RETURN key (or press THEC64 Joystick’s TR button) to enter
  • Use the joystick to move the cursor to the flag of your choice, then press the FIRE button to pick that country. (If you just want to listen to the anthem, type S on a keyboard)
  • Repeat the name and country selection for each additional player (up to eight)
  • When all players’ names and countries have been entered, press the RETURN key (or THEC64 Joystick’s TR button) again.
  • A verification screen will appear. If all names and countries are correct, select YES with the joystick and press the FIRE button. or type V if you need to make any changes, 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 OPTIONS 1 and 2, but you can compete in any single event of your choice
  • Select the event by typing the corresponding numbered key or by moving the joystick and pressing the FIRE button

OPTION 4: PRACTICE ONE EVENT

  • Use the Joystick to select the event, then press the FIRE button or type the corresponding lettered key. No scoring records are kept during practice rounds

OPTION 5: NUMBER OF JOYSTICKS (1 or 2)

  • Select 1 or 2 by pressing the FIRE button or typing 1 or 2
  • Using two joysticks will allow two players to compete “head-to-head” in cycling, rowing, and fencing

OPTION 6: SUMMER GAMES I EVENTS (YES or NO)

  • Move the cursor to this option and press the fire button to select YES. This will allow you to compete in 16 different events rather than just eight.

OPTION 7: 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 8: OPENING CEREMONIES

  • Allows you to view the opening ceremonies

OPTION 9: CLOSING CEREMONIES

  • Allows you to view the closing ceremonies

THE GAMES

Triple Jump

Screenshot 02

The stadium is alive with excitement as the athletes prepare to compete in the first track and field event. The triple jump consists of three continuous, fluid actions: the hop, the step, and the jump.

Victory in this event requires strength and coordinated, fluid movement!

  • Press the FIRE button to start running down the track
  • When you reach the takeoff line, move the joystick to the RIGHT to begin the “hop”
  • As you land after the hop, move the joystick to the RIGHT again to initiate the “step”
  • As you land from the step, move the joystick LEFT to begin the ‘jump"
  • Finally, push the joystick FORWARD to give yourself a final boost as you fly through the air into the landing pit.

Note: The joystick movements correspond to the movements of your feet. (i.e. Move the joystick RIGHT to jump off from the right foot).

  • Timing is important in this event. You must move the joystick at just the right moment to perform each action correctly
  • The right moment to move the joystick for the takeoff, or hop, is just as you reach the takeoff line
  • The proper time to move the joystick for the step and the jump is just as you land from the previous jump
  • The judges will declare a fault if you move the joystick too late for any of the three actions
  • After each jump, press the FIRE button to continue play
  • You get three attempts in the triple jump
  • The longest of your three attempts becomes your final score
  • The winner is the player who achieves the greatest distance in a single attempt.

Rowing

Screenshot 03

Single sculls is the most demanding rowing event in the Games. Alone in your boat, you confront a single opponent in head-to-head competition. Be ready to bend to the oars when the countdown reaches “GO.” Keep a steady rhythm going, because a single stroke can mean the difference between victory and defeat!

  • When “PRESS YOUR BUTTON” appears on either half of the screen, the player whose name coincides with that part of the screen must press the FIRE button on his or her joystick. Then, the next player will be asked to do the same. This will begin the countdown
  • When the countdown reaches ‘‘GO," begin rowing by moving the joystick LEFT to pick up your oars, and then to the RIGHT to push them through the water (the stroke)
  • Practice in order to get the best rhythm for the fastest movement through the water
  • Continue rowing by movtng the joystick LEFT and then RIGHT, alternating the rhythm of the oars
  • After the end of the race, press the FIRE button to begin the next event
  • The winner is the rower with the fastest final time.

Javelin

Screenshot 04

Soaring in a long, graceful arc, the javelin brings appreciative cheers when thrown with power and precision. To win, you must build up speed on the runway and choose the right moment to throw. Strive to release the javelin at the best angle for distance in flight and you’ll make a record-breaking throw!

  • Press the FIRE button to start running down the track
  • Keep pressing the FIRE button to gain speed on the runway. The more times you press the button, the faster you will go
  • As you near the end of the runway, move the joystick LEFT to break stride and begin your throw
  • As you hold the joystick to the LEFT, the javelin will continue to rise. When you release the joystick, it will “lock in” the angle and begin the throw
  • If you release the javelin too low, your throw will have a low arc
  • Releasing the javelin too high will result in a high throw and a disappointing performance
  • The best angle to release the javelin at will be discovered through practice
  • If you cross the throwing line, you will incur a fault
  • You get three attempts to throw the javelin. Your longest throw will be recorded as your final score
  • Press the FIRE button to continue after each throw
  • The winner Is the player with the longest throw.

Equestrian

Screenshot 05

This is the pinnacle of competition for horse and rider - a fierce test of skill and endurance. You must be prepared for anything, because even a champion thoroughbred can fall or refuse to jump. Keep a tight grip on the reins and watch out: stone walls can be dangerous!

  • Press the FIRE button when you are ready to begin
  • Watch the countdown at the bottom of the screen. When it reaches “GO,” push the joystick UP/forward to start the horse
  • Your horse’s speed will increase each time you push the joystick UP/forward
  • As you arrive at each barrier, move the joystick to the RIGHT to make the horse jump
  • If you move the joystick too early or too late, the horse may refuse the jump
  • As your horse lands, push the joystick to the LEFT to prevent him from falling
  • If your horse stops in front of a barrier, he has refused to jump
  • Pull the joystick DOWN/back to make the horse turn around
  • Go back far enough from the barrier to build up speed for the jump, then push the joystick UP/forward to turn the horse around again and continue on the course
  • If your horse falls, press the FIRE button once to get back in the saddle and then press it again to start the horse
  • Penalties are assessed tor refusals and falls. You are also penalised for exceeding the time limit for the course
Penalty Reason
6 points Each time you fall
20 points Each refusal to jump
1 point Every second that your time exceeds the optimal time of 50 seconds
  • You can be disqualified if:

    • Your total points from faults and refusals exceeds 99
    • Your total time exceeds 100 seconds
  • This is a very difficult event. Success requires practice and concentration

  • Try to anticipate the next obstacle and strive for a smooth transition from one jump to the next

  • The winner of this event is the contestant with the lowest score.

High Jump

Screenshot 06

A cheer wells up from the crowd as you approach the high-jump bar for your final attempt. Already you have shattered the record. Two and a half meters. Now you are striding toward a bar set even higher. Gather your strength and feel your legs explode as you soar over the bar!

  • The display at the bottom of the screen shows the contestant’s name and country, and the bar height. The bar begins at the minimum height
  • If you wish to compete at that height, move joystick to the RIGHT. If not, then move the joystick to the LEFT to answer “NO.” If all of the players decide not to jump, the bar is raised and the question is asked again
  • After you accept a bar height, the display will read “FIRST ATTEMPT”, “SECOND ATTEMPT” or “THIRD ATTEMPT
  • You will now be running toward the high jump on your approach
  • As you make your approach, move the joystick to control your position and speed:
    • RIGHT to run faster
    • FORWARD to approach closer to the bar
    • DOWN/backward to widen the angle of your approach to the bar
  • Press the FIRE button to jump. If you do not press the button you will run past the bar. You may then repeat the attempt without penalty
  • Push the joystick UP/forward to flip up and over the bar
  • You get three attempts to clear each height. Three successive failures eliminate you from the high jump competition
  • You may refuse a jump even after you have made one or two attempts at a given height. You will then be able to compete at the next height
  • The bar height is raised after each round
  • The winner of this event is the last player to be eliminated.

Fencing

Screenshot 07

You need good strategy, flawless timing and lightning reflexes to capture the gold in this event. Try to stay on the attack, but don’t ignore your defences. En garde!

  • The fencing competition is a “round·robin” tournament. The names of the first two contestants are displayed on the scoreboard at the bottom of the screen
  • The first player named on the scoreboard is always the fencer on the left of the screen, and the second player is the fencer on the right
  • Press the FIRE button to salute your opponent and begin the bout
  • For defence, move the joystick to try to block your opponent’s moves
  • To block (parry) your opponent:
    • Move the joystick UP/forward or DOWN/backward to position your foil at the same level as your opponent’s foil
    • Move your joystick LEFT or RIGHT to position your foil to the extreme left or right
  • Now make a sweeping motion with your foil by moving your joystick in the other direction. If your foil was positioned correctly, you will block your opponent’s foil, immobilising it for a brief moment. You can now thrust to score a hit on your opponent
  • For attacking moves, and to control your fencer’s movement on the field of play, press and hold the FIRE button and then move the joystick:
    • UP/forward to thrust with your foil and recover to a defensive posture
    • DOWN/backward to thrust and advance
    • LEFT to move left on the playing field, or “fencing piste”
    • RIGHT to move right on the fencing piste.

Note: You must return the joystick to the centre position before pressing the FIRE button, or your move will not be recognised.

  • A successful thrust scores a hit against your opponent
  • Retreating too close to the edge of the fencing piste will score a hit against you
  • The scoreboard displays the number of hits scored against each fencer
  • The winner of a bout is the player who scores the most hits against his opponent
  • A bout lasts until three minutes have elapsed. or, until five hits are made against a fencer
  • If a score is tied at the end of three minutes, a one-minute “sudden death” fence-off begins. The first player to score a hit is declared the winner. If neither player scores a hit during the fence-off, both players are assessed a loss
  • Strategy is crucial in this event. You must try to catch your opponent off guard, parrying and fainting (by pulling back) before thrusting for a hit
  • If your blade is parried, you are temporarily defenceless and the only possible move is retreat
  • After completing a bout, press the FIRE button on the joystick to continue
  • The winner of the fencing competition is usually the player who wins the most bouts In the tournament. The actual rankings are determined by the number of points awarded for the margin of victory [ (Wins - losses) x 10,000) + (Hits made - Hits against) x 1 ,000)

Cycling

Screenshot 08

This is an all-out sprint for the finish line. You can’t let up even for a moment, because the margin of victory can be a fraction of a second!

  • When “PRESS YOUR BUTTON” appears on either half of the screen, the player whose name coincides with that part of the screen must press the FIRE button on their joystick. Then the next player will be asked to do the same. This will begin the countdown
  • When the countdown reaches “GO,” begin pedalling
  • To pedal your bicycle, rotate your joystick in a clockwise circular motion
  • Watch the pedals of your bicycle. You must move the joystick in the same direction
  • A rotating arrow display also indicates the direction in which you should be moving the joystick at all times
  • To maintain speed, match the position of your pedals (or the arrow display) as you rotate the joystick
  • To go faster, lead the pedals (or the arrow) with your joystick. Be careful if you lead too far, your cyclist may stop pedalling!
  • After completing the race, press the FIRE button to continue
  • The winner of this event is the player who finishes the race in the shortest time.

Kayaking

Screenshot 09

Kayaking involves speed, determination, and planning. Handling your boat properly throughout the course is going to take your last ounce of effort!

  • Press the FIRE button when you are ready to begin

  • Each lime you move the joystick, your kayaker will paddle once in the direction indicated:

    • UP/forward to go forward
    • DOWN/backward to back up
    • LEFT to turn left
    • RIGHT to turn right
  • For example, if you want to paddle forward twice, push the joystick UP/forward and release it. Your kayaker will paddle once. Now push the joystick UP/forward again. Your kayaker will paddle a second time

Note: If you hold the joystick in one direction, your kayaker will not keep paddling. You will paddle only once each time you push the joystick.

  • You must go through each gate property to negotiate the course without incurring penalties

  • To go through a gate properly, you must always keep the red marker on your left

  • There are three types of gates:

    • DOWNSTREAM NORMAL : This gate has a red marker on the left and a blue marker on the right. Face forward as you go through this gate
    • DOWNSTREAM REVERSE: This gate has a yellow marker on the left and a red marker on the right. You must turn your kayak around and go through this gate backwards. (Red marker will be on your left as you pass through).
    • UPSTREAM: This gate has a blue marker on the left and a red marker on the right. Go around this gate and pass through it in the opposite direction facing upstream. Then turn your kayak around, go around the markers (don’t go through them again) and continue to the next set of gates. Do not paddle through the gate backwards or you will incur a penalty.
  • You receive a 20-second penalty each time you miss a gate or go through a gate the wrong way. Penalties are also assessed if you go through the same gate more than once. You will hear a beeping noise each time you incur a penalty

  • When you complete the course, a recap screen will display the gates you missed, completed, or went through incorrectly, as well as your total time.

  • To improve your score, try to anticipate each gate and position your kayak accordingly. Always be thinking a gate or two ahead, and don’t be afraid to paddle backwards to get into position (a missed gate is worse than a couple of seconds of lost time)

  • After completing the course, press the FIRE button to advance to the next event.

The winner of this event is the player who completes the course with the fastest time (including penalties).

SUMMER GAMES I EVENTS

If you selected YES to OPTION 6: SUMMER GAMES I EVENTS, then there are an additional eight events:

Pole Vault

Screenshot 11

You need agility and superb timing to pertorrn well in this event. lt takes sprinting, lifting, and gymnastic skills - coordinated in split seconds of fluid rnovement!

  • The display along the bttom of the screen shows the competitor’s narme and country, the bar height, and status messages.

  • The bar height is initially set at 4 meters. A status message will ask “TRY THIS JUMP?”

  • If you wish to cormpete at that height, push the joystick forward to answer “YES.” Or, pull the joystick back to answer “NO,” and press the FIRE button. The next player then gets the same option. If all the players decide not to jump, the bar is raised and the question is asked again

NOTE: Competition CAN begin at any height up to five meters. When the bar is raised to five meters, competition MUST begin before the height is increased. Move joystick forward or back to change bar height.

  • After you accept a bar height, a status message asks you to “SELECT POLE GRIP.” Use the joystick to select your grip:

  • UP/FORWARD for a HIGHER pole grip

  • DOWN/BACK for a LOWER pole grip

  • LEFT or RIGHT for MEDIUM, and press the FIRE button. (The high grip can give you rnore height, but the low grip is easier to use for low jumps.)

  • When the status message says ‘‘READY TO JUMP":

  • Press the FIRE button to start running toward the bar.

  • Pull the joystick DOWN/BACK to plant your pole in the vault box (which appears as a dark notch in the landing pad).

  • Push the joystick UP/FORWARD to kick up and flip over the bar.

  • Press the FIRE button to release the pole.

Timing is critical in this event. You can fail to clear the bar if you:

  • Plant the pole too soon or too late (missing the vault box).

  • Kick up too soon (hitting the bar) or too late (letting the pole fall against bar).

  • Release the pole too soon (losing control) or too late (letting the pole faIl against bar).

  • You get three attempts to make a successful vault at each height. Three successive failures eliminate you from competition in this event.

  • After each round, the bar height is raised.

  • The winner of this event is lhe last player to be eliminated.

Diving

Screenshot 12

Stand on a platform 30 feet above the water. Feel the tension rise as the crowd watches your every move. lt’s time to Show your “best stuff” with four trIcky dives: forward, backward, reverse and inward. As you take the plunge, remember: Form is Everything!

  • Press the FIRE button to take off from the diving board.

  • Use the joystick to control your body position and rotation speed. Push the stick:

  • RIGHT for a tuck position, and lhe fastest rotation.

  • DOWN/BACK for a pike position and the second-fastest rotation.

  • LEFT for a half-pike position, and slower rotation.

  • UP/FORWARD for a layout position, and the slowest rotation.

  • After every dive, the Judges’ scores appear in boxes across the center of the screen. A dive is considered perfect (for a score of 10 points) if the body enters the water vertically and fully extended, either head or feet-first. Any deviation from this ideal entry position costs you points, with a minimum score of zero.

  • A second scoring factor is the Difficulty Rating, based on the number of rotations and different positions achieved in a dive. This Rating starts at 1.0, and can go as high as 4.1. increasing with the complexity of the dive.

  • The total points for each dive are calculated by eliminating the high and low Judges’ scores and multiplying by the Difficulty Rating.

  • To get a high score, attempt the most difficult dive you can successfully perform. Easy dives get low Difficulty Ratings: complex dives may earn low scores if they are executed poorly: Remember both of the factors used in scoring this event.

  • Three status displays give you this infonmation:

  • A DESCRIPTION screen names the next dive you are to perform.

  • A DIVE RATING screen indicates the score for your performance.

  • A CURRENT STANDINGS screen shows the total points won by all the competitors in this event. Press the FIRE button to change screens.

  • The winner of this event is the cormpetitor who scores the most points for the four dives.

4x400-Meter Relay

Screenshot 13

lt takes speed, pacing, AND perfect teamwork from all four runners on your relay team to win this exciting race. Be sure to watch their vital signs closely - a collapse could be a disaster. And remember, don’t fumble the baton!

  • Press the FIRE button to set your first runner at the starting line.
  • When both runners are in place, watch the countdown: “MARK….SET…” The starting gun fires. “…GO!”
  • Move the joystick to the RIGHT to start running. A false start means the countdown begins again. Be careful - two false starts disqualify you.
  • Move the joystick to control your runner’s speed: CENTER for normal running. LEFT for ‘‘coasting" RIGHT for sprinting.
  • Pacing is crucal in this event, so watch the gauge at the bottom of the screen to monitor your runner’s energy reserves. When the bar is long and white, your runner has plenty of energy. As the bar disappears your energy is depleted. Control your runner’s speed to move them as fast as possible without becoming exhausted. They lose energy while sprinting and regain it while “coasting.”
  • If a runner tries to sprint with little or no energy left, his performance will drop off sharply. Make the runner coast to reduce his speed and regain energy (but don’t let him fall too far behind!).
  • Each of your runners has a differrent amount of stamina. Learn their individual traits in order to decide how to control their pace.
  • All runners tire more quickly in the first part of “their leg” (or turn) than they do in the second part. Runner one can’t regain his energy as fast as runner four can, while runner two loses energy faster than runner three.
  • To pass the baton, press the FIRE button. Time the pass for the moment when both runners are close to each other; otherwise, you’ll lose precious seconds while your progress stops.
  • When your fourth runner crosses the finish line, your race time will appear in place of your name.
  • The winner of this event is the team with the best time.

100-Meter Dash

All-out SPEED is the key to winning this race!

  • Press the FIRE button to set your runner at the starting line.
  • When the race begins, increase your running speed by jiggling the joystick as rapidly as you can, either side-to-side or up and down.
  • The winner of this event is the runner who crosses the finish line with the best time.

Gymnastics

Screenshot 14

This is the supreme test of grace and precision. Strive for a performance of athletic artistry as you vault from a springboard to the horse, then to the floor. The crowd will really appreciate your attention to form!

  • Press the FIRE button to get set.

  • Relase the button to start your run.

  • Press the button again to jump onto the springboard.

  • You will get a more powerful vault nearer the edge of the board. Jumping too soon or too late will make you miss the board entirely, and you wi!ll have to start again. A second miss will disqualify you from the round.

  • Hold the joystick RIGHT or LEFT as you leave the springboard to perform a 180° axial body twist. This maneuver increases the difficulty of your performance and makes a higher score possible (if you successfully complete your attempt).

  • Press the FIRE button to push on the horse. The most powerful push-off occurs when the body is nearly vertical.

  • In the air, move the joystic to control body position and rotation speed:

  • UP/FORWARD for a full-tuck position, at fast rotation.

  • CENTER for a layout position, at medium rotation.

  • DOWN/BACK for a landing position, at slow rotation. You must be in this position for a correct landing.

  • The scoring is based on both execution and difficultly, and is displayed after your landing.

  • EXECUTION is considered perfect it you land completey upright on your feet. In a near-perfect landing, you take a step. Use the joystick to straighten up by pushing it in the opposite direction that your gymnast is leaning. By making this last-second correction, the landing will be judged successful, with only a slight penalty. If your gymnast falls there will be a greater score penalty.

  • DIFFICULTY is judged by the number of different maneuvers performed in mid-air. Scores are lowered by poor landings, poor height off the horse and vaults that involve few maneuvers.

  • The highest possible score is awarded for a pertect landing after a 180° twist, with maximum height from the horse, followed by a triple somersault.

  • The winner of this event is the competitor who scores the most combined points for two consecutive vaults.

Freestyle Relay

Screenshot 15

Be ready to spring from your starting block when the countdown reaches “GO.” Just a fraction of a second can decide this furious swimming race. lt takes power, coordination and strategy to keep your four swimmers ahead!

  • Press the FIRE button to position your first swimmer at the starting block.
  • When both swimmers are in place, watch the countdown: “MARK … SET … GO!”
  • Move the joystick to the RIGHT to jump into the water. Don’t jump too soon - an early takeoff is a false start and the countdown will begin again. Three false starts disqualify you from the race.
  • Press the FIRE button every time your swimmer’s arm enters the water. This gives you a “power stroke,” and more speed.
  • When your swimmer reaches the far end of the pool, about half way through the section marked with red floats, lean the joystick LEFT for a kick-turn. Turning at just the right time gives you the best head start for your return lap.
  • As your swimmer completes the return lap, lean the joystick RIGHT to start your next relay racer: The new swimmer should leave the starting block just as his teammate reaches the end of the pool. If you make this move too early or late, the action stops and you’Il lose precious time!
  • When your fourth swimmer completes his return lap, the clock displays your final time for the race.
  • The winner of this event is the team with the best final time.

100-Meter Freestyle

This race is like the Freestyle Relay, except that a single swimmer completes just two lengths of the pool. To win this “swimming sprint” concentrate on getting a good start and keeping a strong power stroke. Just a split second can be the margin of victory!

  • The start, kick-turn and power stroke are controlled the same way as in the Re!ay event.
  • This race is over when your swimmer completes his return lap.
  • The winner of this event is the swimrner with the best final time.

Skeet Shooting

Screenshot 16

Out on the SUMMER GAMES skeet range you need steady nerves, an eagle’s eye, and lightning reflexes to win this supreme test of marksmanship. Learn the patterns of the clay pigeons, focus your attention, and keep your sights steady as you fire away!

Move the joystick to aim your gunsight. Remember, gravity slowly but constanlly pulls the sight downward, so your aim won’t stay fixed unless you keep correcting it. This means you can’t just set your aim and wail for a target. lf you follow a target, the gravity effect is very minor. Press the FIRE button to release the targets from the trap houses at the sides of the range, and again to shoot. You get only one shot for a single target and two shots for a double target. Make them count! One point is scored for each hit. Each round of shooting consists of 25 targets. They appear in a standard sequence·as you move through eight shooting positions. Positions start from the left, move to the right, and finish at lhe center station. Pay attention to the order in which targets are thrown. The winner of this event is the shooter who scores the most hits in a round of 25 targets.


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 SUMMER GAMES 11 events, a Grand Champion of the games is selected based on the number of medals awarded.

Medal Points
Gold 5
Silver 3
Bronze 1

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

CLOSING CEREMONY

Following the awards ceremony for the final event, a thrilling Closing Ceremony brings the games to an end. Daredevil Jet rocket flyers zoom across the arena, fireworks light up the sky, and the famous EPYX blimp flies across the stadium, closing out another exciting edition of SUMMER GAMES II.

Credits

PROGRAMMER: Epyx Games
DESIGNER: Larry Clague, Jon Leupp, Scott Nelson, kevin Norman, Chuck Sommerville
MUSICIAN: Bob Vieira