Cassette Users: ![]() PRACTICE PLAY SEE OPENING CEREMONIES COMPETE IN ALL EVENTS COMPETE IN SOME EVENTS Note: During an event pressing the RESTORE key will stop play and return you to the Village Map. ENDING SCREENS CHANGE NAMES/BEGIN COMPETITION 2. The screen shows you the flags of three of the 18 countries with the centre flag being displayed by the contestant's name. Move the joystick left or right to select your chosen country. Press the joystick button to hear the national anthem for the flag. 3. Press RETURN to enter the next contestant's name. 4. When you have finished entering all the contestants, press F7. VIEW THE WORLD RECORDS RETURN TO VILLAGE MAP * Press the joystick button to pull back on the bow. * Press SPACE BAR (or press the joystick button). This brings up a close up window giving you the bow sight in relationship to the target. Compensate for the wind factor as indicated by the windsock. * When you're ready to release the arrow, press the SPACE BAR (or a joystick button). NOTE: After you shooy an arrow, a close up of the target appears, showing you where you shot your arrow. ![]() Scoring You can choose to play either against the computer or a friend. You'll require a second joystick to compete against a friend. Computer Opponent/Tournament Play 2. If you're in competition/tournament play, a screen gives you the names of the competitors and indicates which competitor will be racing next. Press SPACEBAR or a joystick button. Scoring Press and hold the joystick button while moving the joystick to the right to bring the wheel away from the pool, or to the left to bring it closer to the pool Forward Dives
Type of Dive - Joystick Control
Normal Forward Dive
Forward Somersault
Front Pike
Forward Twist
Normal Reverse
Reverse Somersault
Reverse Pike Backward Dives
Back Layout
Outside Dive
Inside Dive
Back Somersault
Inward Back Pike
Outside Back Pike
Back Twist
Inward Somersault Different Dive Combinations Scoring Press the joystick button to enter the spin phase at any time during the warm sequence. Increase the hammer travel during the spin phase by moving the joystick in a circular anticlockwise direction. Press the joystick button again to enter the revolve stage, where the competitor rotates his body as he revolves the hammer above his shoulders. When the competitor has reached his top spin speed, press the joystick button to release the hammer. Scoring * Press the joystick button too early and the hammer will appear to be coming out toward you instead of down the field. * If you don't press the joystick before the thrower steps out of the circlr, he'll be literally lifted our into the air! * If the thrower spins too closely during the revolve stage, he will wrap the hammer around himself. 1. Press the SPACE BAR (or a joystick button) to start the game. 2. Press and hold down the SPACE BAR (or a joystick button) to go into a 'get set' position. An official's arm with his gun ready to fire appears. 3. Release SPACE BAR (or a joystick button) when the starting gun fires. If you release too soon, you commit a 'false start'. After three false starts you are out of the race. 4. To increase your speed, press the LEFT and RIGHT arrow keys (or move the joystick left and right) as fast as possible. The faster you alternate the keys (or the joystick), the faster you will run and the further you can jump. 5. When you approach the hurdle, press the SPACE BAR (or a joystick FIRE button) to jump. Note: If you jump too soon or too late, the runner will stumble over the hurdle and be disqualified if he falls down. If you hold down the SPACE BAR (or joystick button), you'll get a longer jump, but you'll fall more easily. 6. After you jump all of the hurdles, you dash through the finish line. Scoring Follow these steps: 1. Your opening screen will show a pole vault mat. The height you are attempting in your vault appears on the score board. Press the UP or DOWN arrow key (or move the joystick handle up or down) to move the bar to the proper height. 2. If you're in practice play, raise or lower the bar height to any level you want. If you're in competition play, you cannot place the bar lower then the height of the last successful record. During competition, you'll have three attempts to make the height you've selected and you cannot select a lower height during those three attempts. Note: If you've made a successful vault on one of your attempts, you won't be entitled to any more attempts for that round. 3. Press the SPACE BAR (or a joystick button) to race towards the uprights. 4. Press the LEFT and RIGHT arrow keys (or move the joystick handle left and right) in time with the contestant's feet in order to increase his speed. 5. As the contestants gets nearer to the uprights, press the DOWN arrow key (or move the joystick down). This lowers the pole into the ground and causes the contestant to be lifted toward the top of the uprights. Don't hold DOWN too long as this will cause the pole to snap. 6. As the pole bends and lifts your contestant over the bar, press the UP arrow key (or move the joystick up) to lift his feet over the bar. 7. Lift and twist your contestant's body over the bar by pressing RIGHT arrow key (or by moving the joystick to the right). He will fall to the mat, either cleaning the bar, or knocking it off, depending on how successfully you executed these steps. 8. Press SPACE BAR (or a joystick button) to clear the screen and bring up the next contestant. Note: If you're in competition play, the next competitor will be prepared to jump. Repeat steps 1 through 8. Competition will continue until all but one of the contestants have failed to clear the bar during threee attempts. Scoring Your first move is either the straddle mount or the extended body mount. To get into a mount follow these steps: 1. Press the joystick button to start your approach to the mount. 2. Move the joystick up or down. In the up position, you go into a straddle mount, while in the down position an extended body mount to a lower bar handstand will result. You are scored on execution of the moves as well as one of four levels of difficulty for each move, ranging from 'A' for easy to 'D' for most difficult move. Next Move Options After Your Mount ![]() 1. For each move (except for the mount) move the joystick up or down or to the centre position. Note: You can prevent the Hip Circle Hecht Turn Dismount by holding the joystick button as you execute the move. 2. The centre position will usually produce a hold position or a swing movement. 3. During the dismount, press the joystick button, just before the gymnast's feet touch the floor to prevent any penalty for stumbling. Note: You have two minutes to complete the exercises. If your gymnast is still performing when time runs out she will fall to the floor. Scoring You work with the two bars in continuous action as you move from high to low bar and vice versa. You are not allowed any stops and no more than four manoeuvres in a row on one bar. You must also make a minimum of ten moves. Excep for swings, bar holds, or falls judges will rate each move in terms of level difficulty. The table following summarises the levels of difficulty for each move. This point evaluation tables gives you a perspective on points made and lost.
Basis For Scoring
Strike the keys (or move the joystick( at different rates of speed to simulate the strength and control you need for this game. The amount of exertion you give the keys (or joystick) will depend on how difficult a particular ring movement is. For instance you need faster action for the iron cross movement, since it requires much more strength than a straight hang. Follow these steps to play:
1. The opening screen shows the gymnast hanging from the rings. You have two move possibilities. 2. Choose your next series of moves from the the tree diagram. There are a large number of moves you can make, each with its own level of difficulty. There are also 11 different hold positions you can make. 3. Each time you go to a new hold position on the rings, keep that position for two seconds before moving on to a new position. To do this, repeatedly move either LEFT and RIGHT or UP and DOWN, depending on your last move to achieve that position. Medal Winning Hold Positions * If you fail to move the joystick at the minimum level necessary to maintain a hold position, the gymnast will fall. * If your joystick movement is above the minimum necessary to prevent a fall, but below the optimum necessary to maintain a hold, the gymnast will exhibit muscle tremors and shake. * There are three lights at the top of the screen. If you maintain your hold position for two seconds, the left light comes on if you scored an "A" level in difficulty, the central light if you scored a "B", and the right for a "C". There is also an accompaying low, medium or high tone sound. When you see the light and hear the sound, go to another move to avoid being penalised for maintaining the hold too long. The icons arranged along the lower part of the screen represent all eleven moves possible. A flasing icon shows the move you are currently doing. When the move has been held for the correct amount of time (approx 2 seconds) a tone will sound, the icon will cease flashing and be left in a non highlighted state (dark blue shadow). You should now go on to another move to avoid being penalised for maintaining the hold too long. During practice there is and additional help mode available (HELP key toggle on/off). This takes the form of a highlighted border around the icons. A vertical highlighted border means that key/joystick movement up and down will take you into this move, likewise for a horizontal highlights key/joystick left and right movement. Scoring
To score in Virtuosity (i.e. doing better than expected) you must have a perfect execution score. Diagram of Possible Event Sequences for Rings ![]()
If you substitute a move of greater difficulty for one of lesser difficulty, you would earn a higher execution score. For instance, if you have one 'A' move, two 'B' moves and five 'C' moves, you would still earn 3.4 points for difficulty but you'd earn a higher execution score. Combination and originality scores are dependant on one another. A high Combination score will also result in a high originality score. The reverse is not true, however, since excessive duplication of moves lowers the Combination score but not the Originality score. Your score for originality is based on the number of different sequences included but not on how often they are duplicated. You will earn 0.1 point for Risk for holding a left hold or shoulder stand for two seconds. |