|◸ ◥||Confirm Choice|
Travel the globe to compete in eight glamorous and unusual sports. Ski the slalom course at Chamonix, toss a caber in the hills of Scotland, skate and jump over barrels in Germany, pump iron in the Soviet Union, compete with 400-pound sumo wrestlers in Japan, dive off cliffs in Acapulco, keep balance on logs in Canada and ride bulls in the United States of America.
Look out, world. Here we come!
You’re about to travel the globe with EPYX to compete in eight of the world’s most glamorous and unusual sports. From Europe to the Far East, you’ll be ocean-hopping to the sites where daring divers sail from rocky cliffs and giants of men match raw power in the sumo ring.
You’re going to be on their home turf. But it doesn’t matter. You’ll wipe them out.
“Excuse-moi. Wheech way to ze Slalom?"
To become the WORLD GAMES champion, you’ll ski the Slalom course at Chamonix. Toss an enormous caber in the hills of Scotland. Fly over the ice to jump barrels in Germany. And pump heavy iron in the Soviet Union.
In Japan, you’ll go stomach to stomach with a 400-pound sumo wrestler. In Mexico, you’ll leap from the treacherous cliffs of Acapulco and in Canada you’ll fight for your balance against log-rolling lumberjacks. And, in the States you’ll ride the meanest, orneriest bull in the Wild West.
The brand new challenge of eight international events. The glamour of visiting exotic locales. World-class competition reaches new heights of drama, colour and excitement in the latest athletic challenge from EPYX.
In any language, you’re about to experience the thrills of WORLD GAMES. Bonne chance!
WORLD GAMES challenges your competitive skills with a series of athletic contests for one to eight players. The lineup of eight realistic and colourful events takes you on a journey around the world:
RUSSIA - Weightlifting GERMANY - Barrel Jumping MEXICO - Cliff Diving FRANCE - Slalom Skiing CANADA - Log Rolling UNITED STATES - Bull Riding SCOTLAND - Caber Toss JAPAN - Sumo Wrestling
Practice each event first to sharpen your skills. Then choose your options for competition and let the Games begin. You may represent any of 18 countries as you compete in the events. WORLD GAMES judges each event, keeps score and awards medals to the winners. The winner gets the gold, a second place finish earns the silver and the third finisher receives the bronze medal.
If you break a “World Record,” WORLD GAMES will save your name and display it on a special World Records screen.
Plug in your best joystick. This is the game you’ve been waiting for. The new thrills of WORLD GAMES are about to begin!
When the WORLD GAMES title screen appears, press the FIRE button on your joystick to load the menu screen. The WORLD GAMES menu offers a choice of seven options for practising and competing in the events.
To make a selection, use your joystick to move the cursor to one of the options and press the FIRE button. You may also select an option by typing the corresponding numbered key.
** OPTION 1: Compete in All The Events **
Compete in all eight events: Weight Lifting, Barrel Jumping, Cliff Diving, Slalom Skiing, Log Rolling, Bull Riding, Caber Toss and Sumo Wrestling. The computer tallies the number of medals awarded to each player as you compete.
Note that you can simply press RETURN to return to the menu without entering name (or just press the TR button on THEC64 Joystick).
To choose your country, use the joystick to move the cursor to the flag of your choice, then press the FIRE button to make the selection.
Repeat the name and country selection for each additional player (up to eight). When all players' names and countries are entered, press RETURN (or press the TR button on THEC64 Joystick).
A verification screen appears. If all names and countries are correct, select YES with the joystick and press the FIRE button. If you need to make any changes, select NO with the joystick. Alternatively, you can also type Y or N to select.
OPTION 2: Compete in Some Events
Similar to OPTION 1, but you compete only in the events you select.
Use the joystick to choose the event, then press the FIRE button or type the event number.
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 compete only in the event you select.
OPTION 4: Practice One Event
NOTE: No scoring records are kept during practice rounds.
OPTION 5: Number of Joysticks
For one player, use the currently connected joystick and select 1. For two or more players, plug another joystick in and select 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.
OPTION 7: Include Travelogue
Displays the location and description of each event before you compete.
The scene for this event is Russia, home of the best Olympic weightlifters in the world. The Soviets have ruled the “Iron Game” since 1960, when 360-pound giant Leonid Zhabotinsky squashed his competition by hoisting 1262 points in three lifts. Weightlifting is more than a test of strength, it is also a sport of strategy and style. The “snatch” and “clean and jerk” require timing, skill, and determination.
In practice rounds, select the type of lift by moving the joystick UP/forward or DOWN/backword. Press the FIRE button to continue.
In competition, you must complete the “snatch” before competing in the “clean and jerk”.
To select the weight, move the joystick LEFT or RIGHT. Press the FIRE button to continue.
If no lifter wants to increase the weight after a successful round of lifts, the judges raise the weight 5 kg.
Press the FIRE button to begin the lift.
A total of three attempts at each type of lift are allowed for each player in the weight lifting competition.
Several UP and DOWN joystick movements are necessary to complete a successful Snatch, and each must be made at the right moment.
To bend down and grasp the bar, pull the joystick DOWN/backward.
To begin lifting the bar, push the joystick UP/forward.
During the lift, pull the joystick DOWN/backward to drop underneath the bar and “snatch” it over your head.
To stand up from the squatting position, push the joystick UP/forward.
When two or more judges' lights in front of the platform turn WHITE, pull the joystick DOWN/backward to lower the weights back down to the floor.
The Clean and Jerk:
A successful lift is even harder in the Clean and Jerk, extra up and down movements are required, timing is more critical, and you’ll need to rest to “gather your strength” momentarily before each part of the lift.
To grasp the bar, pull the joystick DOWN/backward.
To begin lifting the bar, push the joystick UP/forward.
During the lift, pull the joystick DOWN/backward to “clean” the bar and drop into a squat with the bar resting on your chest.
To stand up from the squatting position, push the joystick UP/forward.
To “jerk” the bar above your head, pull the joystick DOWN/backward again.
To straighten your legs and complete the lift, push the joystick UP/forward one more time.
When two or more judges' lights in front of the platform turn WHITE, pull the joystick DOWN/backward to lower the weights to the floor.
The winner is the lifter who successfully lifts the greatest weight. At least two of the judges must give white success lights for a lift to be considered successful. The judges vote on the accuracy of your timing. Two “hesitant” white votes mean your timing was poor. Three quick white votes mean your timing was perfect.
As the weight increases, timing becomes more critical. The right moment to clean the bar to your chest is easy to judge at lower weights, but extremely difficult as the Clean and Jerk approaches 200 kg. After you clean the bar, wait the right amount of time to gather your strength for the final lift. Too short and the lifter isn’t ready, too long and his strength gives out. The key to learning the timing is practice. Practice, practice, practice.
The key to strategy in weightlifting is knowing when to increase the weight, and how much to increase it. Know your limits and those of your opponents. A sudden 50 kg. increase may knock your opponents out of the competition, but make sure you can lift the weight before you take the gamble!
Barrel jumping takes you to Germany, where skaters compete to jump over the most barrels in a single attempt. The sport started about 300 years ago in Europe where ice skating was a common form of transportation. In their dash before take-off, jumpers hit speeds about 40 m.p.h., risking painful bruises if they fail to clear the last barrel. However, barrel jumpers keep protective gear to a minimum for lighter weight and longer leaps.
To choose the number of barrels to jump, move and hold the joystick LEFT or RIGHT. Press the FIRE button to continue.
Your skater appears on the ice ready to start. Press the FIRE button to begin skating.
To move the skater’s legs, move the joystick LEFT and RIGHT, alternating in rhythm with the movement of his legs.
To skate faster, maintain your joystick movements in rhythm with his legs.
To jump, press the FIRE button. The flag indicator on the ice shows a good take-off point for most jumps.
To prepare for landing, pull the joystick DOWN/backwards.
Each player is allowed three attempts.
The winner is the skater who clears the greatest number of barrels in one of their attempts with a successful landing.
Build up as much speed as possible before jumping. The length of the jump depends on the speed at take-off. The timing of the jump is also important. If you jump too soon, you may not clear the last barrel, but if you jump too late, you may crash into the first barrel.
The cliffs of sunny Acapulco, Mexico, provide the setting for this dangerous sport. High on a cliff named La Quebrada (“the break in the rocks”), courageous divers launch themselves from a craggy ledge toward the crashing surf far below. To avoid the rocks at the cliff base, divers have to jump outward 27 feet during their 118-foot descent.
To select the height of your dive, push the joystick UP/forward or pull DOWN/backward. Press the FIRE button to prepare for the dive.
Your diver will appear on the ledge you selected. Press the FIRE button to start the dive.
To arch your back during the dive, push the joystick UP/forward.
Before you enter the water, pull the joystick DOWN/backward to straighten out and complete the swan dive.
To avoid hitting the bottom surface under the water, move the joystick LEFT immediately after entering the water.
Each player is allowed three attempts.
Each diver is scored on the style and height of his dive. Smoothly executed swan dives score the highest style points. The highest scores are obtained with perfect swan dives from the highest ledges on “La Quebrada”, while barely missing the rocks at the foot of the cliff.
The wind velocity for each dive is indicated by the length of the arrow at the top of the screen. The stronger the wind, the longer you must keep your diver’s back arched to avoid the rocks.
The depth of the water varies as waves go in and out. Try to time your dive in order to enter the water at its maximum depth. To achieve a better score, try to barely miss hitting the rocks near the foot of the cliff by arching your back as long as necessary during the dive. Also remember, that holding the joystick LEFT, RIGHT, UP/forward, or DOWN/backward at the time of your leap adds extra velocity in that direction.
The setting for this event is Chamonix, France. Skiing originated in Norway thousands of years ago. Ski racing dates from the earliest days of skiing in Norway, and modern slalom racing probably evolved from old traditional Nordic obstacle races. Slalom courses are designed as a test of reflexes, agility, precision and control. Of course, speed is vital, but skiers rarely exceed 25 mph in the slalom.
To start skiing down the course, press the FIRE button.
Control your skier’s turns by moving the joystick LEFT or RIGHT to turn in that direction.
Press and hold the FIRE button as you move the joystick to increase your speed and turning sensitivity (how sharp you turn).
Complete the course by passing through each gate. A gate is two flags of the same colour, you must pass between each pair of flags.
The gates alternate colours, so you must ski between blue flags, then red flags. Missing a gate adds a five second penalty.
The winner is the skier who successfully completes the course with the fastest time. You will be disqualified if you fail. If you collide with a gate head-on, you’ll “wipe out”.
Sharp turns slow you down. Try to use moderate turns as often as you can, timing each turn to position yourself for the next gate. As you pass through one gate, you should be setting up your approach for the next gate down the hill.
Log rolling brings a visit to Canada, where two lumberjacks try to dislodge each other from a large floating log, spinning back and forth until one contestant plunges into the icy river. (Splash). Needless to say, log rolling requires great balance and agility. Log rolling began in Canadian lumber camps around 1840. The novice lumberjack always gets the same piece of advice: “Never take your eyes off your opponent’s feet”.
You may compete against another person or the computer.
When “PRESS YOUR BUTTON” appears on either half of the screen, the player whose name appears on that half must press the joystick FIRE button. The next player does the same. This begins the event.
To move the lumberjack’s legs, move the joystick continuously LEFT or RIGHT. Stay in rhythm with the log or you may lose your balance.
To slow the rolling of the log from forward or backward, and change its direction, press the FIRE BUTTON while running.
Each player gets three attempts.
The winner is the last lumberjack to remain on the log. A scoring bonus is awarded to the winner based on the balance of the two contestants. A balance meter is displayed at the bottom of the screen. You score points whenever your balance is better than your opponent’s. Scoring also depends on the length of the event; if you take too long to finish off your opponent, you’ll receive a lower score.
Establish a rhythm with your lumberjack’s legs; if you don’t build speed at the correct rate he may lose his balance. The computer keeps balance meters (shown at the bottom of the screen) for both players. When a lumberjack is off-balance, his arms extend to help him recover.
Make your opponent lose his balance by stopping the log, then changing the direction of the log’s rotation quickly back and forth. Finish off your opponent by rolling the log rapidly in the direction that will cause him to fall off.
Bull Riding is the most dangerous event in rodeo, a sport born over 100 years ago in the American West when cowboys challenged each other to contests of riding and roping for entertainment. The rider sits bareback on a wild bull weighing two-thousand pounds or more, and holds onto a rope to avoid being thrown. When a rider falls in real competition, rodeo clowns draw the bull’s attention so the cowboy can escape.
To choose which bull you want to ride, move the joystick UP/forward or DOWN/backwards. The bulls are named (from easiest to hardest) Ferdinand, Elmer, Bob, Tornado, and Earthquake.
Press the FIRE button to start the event.
To respond to the bull’s movements, hold the joystick as follows:
BUCK: If the bull is bucking, hold the joystick LEFT or RIGHT, in the direction that the bull is moving.
SPIN: Pull the joystick DOWN/backwards to stay on the bull when it is spinning around.
HALT: Hold the joystick LEFT or RIGHT in the opposite direction that the bull is moving (ie. if the bull faces left move the joystick RIGHT).
Scoring is based on style and length of the ride. The length of a ride is eight seconds. Riding harder bulls is worth more points. For the highest scores, ride Earthquake…if you dare.
Try to anticipate the bull’s moves correctly. Quick response to each move is the key to finishing a ride. The practice mode allows another player to control the bull’s actions. Use this to develop a fast response to all of the moves a bull can make.
Controlling the bull with the joystick in practice mode:
FORWARD: 360 degree spin. The bull makes a full circle.
FORWARD WITH FIRE BUTTON PRESSED: 540 degree spin. The bull spins through a circle and a half.
CENTRE JOYSTICK: The bull bucks and runs.
BACK: The bull halts suddenly. Guaranteed to throw the toughest hombre.
The heather-splashed hills of Scotland are the birthplace of the ancient Caber toss. In this famous event from the Scottish Highland Games, athletes lift and throw a tree trunk the size of a small telephone pole. Cabers vary in size, but once tossed successfully they can never be shortened. The Braemar caber, one of Scotland’s greatest challenges, is 19 feet long and weighs more than 120 pounds.
To run with the caber, move the joystick LEFT and RIGHT in rhythm with the athlete’s feet. To gain speed, increase the tempo of the rhythm smoothly.
To plant your feet and throw the caber, press and hold the FIRE button.
As the caber pivots in your hands, release the FIRE button to complete the throw. If you release too soon or too late, the caber may not flip correctly.
The caber must flip over completely for a legal toss. The toss that travels the farthest distance wins the event.
The secret to the longest throws is building up your speed before the toss, while conserving as much energy as possible. The player who learns how to reach top speed the fastest will usually win the event. Be careful not to run any farther than necessary to build up your speed, long runs with the heavy caber will only sap your strength.
Sumo is an ancient Japanese sport with many traditions. Two huge wrestlers grapple in a clay-surfaced ring, trying to topple each other to the ground or push each other out of the ring. In one part of the elaborate pre-match ceremonies, the contestants throw salt to purify the ring. Japanese boys must weigh 160 pounds at the age 13 to enter sumo apprenticeship, and today’s professional sumo wrestlers often weigh 400 pounds.
Press the FIRE button to begin the event and go into the crouch.
Control your wrestler by repeatedly moving the joystick as indicated for the following wrestling moves:
|E||NO FIRE||FORWARD PUSH|
|SE||NO FIRE||FORWARD SLAP|
|SW||NO FIRE||BACKWARD SLAP|
|W||NO FIRE||BACKWARD PUSH|
Note: The tables shown above are for the wrestler on the left side of the ring. if your wrestler is on the right side, all directions are flipped according to the direction he is facing (i.e. a FORWARD GRAB or FORWARD PUSH would be a joystick movement to the LEFT or W)
The computer maintains stamina and balance factors for each wrestler.
Release the FIRE button to let go of your opponent’s belt.
The first wrestler to leave the ring or touch the ground with any part of his body but the feet loses the match.
Scoring is based on reaction time, both yours and that of your opponent. The player who can execute moves the quickest will get the highest scores. If you throw your opponent to the ground or push him out of the ring, you’ll receive enough points to win the match. The shorter the match, the higher your score.
Timing is important to success in the sumo ring. When you perform a move with the FIRE button pressed, be sure to release the button at the proper time to complete the move successfully. You can learn the timing through practice. Also keep in mind that the Utchari is a good strategic move. Try using it when you’re about to be pushed out of the ring.
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.
If the players compete is all WORLD GAMES events, a Grand Champion of the games is selected based on the number of points awarded.
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.
If a world record is achieved in any event, WORLD GAMES saves the name of the record-breaking player. 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.
PROGRAMMER(S): Matt Decker, Joe Simko, Chris Desterling, Douglas D. Dragin, Bob MacDowell, Jay Braman, Jeff Webb, Brent DeGraaf GRAPHICS: Michael Kosaka, Jenny Martin, Suzie Greene, Courtney Granner MUSICIAN: Steve Mage