                                ===============
                                SUMMER GAMES II
                                ===============


INTRODUCTION
------------
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.


OBJECTIVES
----------
SUMMER GAMES II challenges your competitive skills with a series of athletic
contests for 1 to 8 players.

CBM 64/128 1 or 2 players. Spectrum/Amstrad.

Experience the excitement and realism of eight different events - cycling,
equestrian, fencing, high jumps, 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, the silver, or the bronze. SUMMER GAMES II keeps scores, handles
the judging, and awards medals to all of the winners. If you break a World
Record, SUMMER GAMES II will save your name and display it on a special World
Records screen.


LOADING INSTRUCTIONS
--------------------
AMSTRAD CPC DISK
Type RUN"SUMMER2" and press RETURN/ENTER. The game will load automatically. See
the menu for the available options.


STARTING PLAY
-------------
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.

OPTION 1: COMPETE IN ALL THE EVENTS
-----------------------------------
This option allows the players to compete in all eight 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, and Kayaking.

You will first be asked to enter your name and pick your country. Enter your
name, letter by letter. Press FIRE when 'En' is selected to confirm your name.
Press FIRE when the arrow is selected to delete the last character. Use the
joystick to move the cursor on the country of your choice then press FIRE. You
can repeat the procedure for entering the name and selecting the country for
player 2. When you are finished, move the cursor to 'En' and press FIRE.

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 numbered key, No scoring records are kept during practice
  rounds.

OPTION 5: 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 7: OPENING CEREMONIES
----------------------------
* Allows you to view the opening ceremonies.

OPTION 8: CLOSING CEREMONIES
----------------------------
* Allows you to view the closing ceremonies.


THE GAMES
---------
TRIPLE JUMP
-----------
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 again to the right 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 or press the
  appropriate key at just the right moment to perform each action correctly.
* The right moment to move the joystick or press the key for the takeoff, or
  hop, is just as you reach the takeoff line.
* The proper time for the step and the jump is just as you land from the
  previous jump.
* The judges will declare a fault if you move 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
------
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!

* You will be rowing against a computer player on the top half of the screen.
  Your rower is on the bottom half of the screen. Press the FIRE button to
  begin the countdown.
* When the countdown reaches 'GO', begin rowing by moving the joystick to the
  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 moving 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.


KAYAKING
--------
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 time you move the joystick, your kayaker will paddle in the direction
indicated:

* FORWARD to go forward.
* BACK to back up.
* LEFT to turn left.
* RIGHT to turn right.

For example, if you want to paddle forward twice, push the joystick forward and
release it. Your kayaker will paddle once. Now, push the joystick forward
again. Your kayaker will paddle a second time.

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

You must go through each gate properly to negotiate the course without
incurring penalties.

There are three types of gates:

DOWNSTREAM NORMAL: This gate has a red D marker on the left. Face forward as
you go through this gate.
DOWNSTREAM REVERSE: This gate has a yellow R marker on the left. You must turn
your kayak around and go through this gate backwards.
UPSTREAM: This gate has a blue U marker on the left. Go around this gate and
pass through it in the opposite direction. 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 with the fastest time (including
penalties).


JAVELIN
-------
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.


HIGH JUMP
---------
* 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, press the FIRE button. If not, you can
  change the height of the bar by moving the joystick LEFT or RIGHT.
* After you accept a bar height, the display will read "FIRST ATTEMPT", "SECOND
  ATTEMPT" or "THIRD ATTEMPT".  Press the FIRE button to begin.
* Hold your joystick to the RIGHT to begin running.
* As you make your approach, move the joystick to control your position and
  speed:
* RIGHT to run faster.
* LEFT to run slower.
* FORWARD to approach closer to the bar.
* BACK to widen the angle of your approach to the bar.
* Press the FIRE button to jump. If you do not, you will run past the bar. You
  may then repeat the attempt without penalty.
* Push the joystick 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 height of the bar is raised after each round.
* The winner of this event is the last player to be eliminated.


FENCING
-------
* The fencing competition is a tournament 'in a ring'. The names of the first
  two contestants are displayed on the scoreboard 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, 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.
* Move the joystick UP or DOWN 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 move the joystick.
* FORWARD to thrust with your foil and recover to a defensive posture.
* BACK 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 always bring back the joystick to the central position before
pressing the FIRE button. If not, your movement 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.
* 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. For Spectrum and Amstrad, another bout is played if the scores are
  equal.
* Strategy is crucial in this event. You must try to catch your opponent off
  guard, parrying and feinting (by pulling back) before thrusting for a hit.
* If your blade is parried, you are temporarily defenceless and the only
  possible move is to retreat.
* 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.
  [(Victories - failures)  10,000] +
  [(hits made - hits against)  1,000]


CYCLING
-------
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!

* You will be cycling against a computer player on the top half of the screen.
  Your cyclist is on the bottom half of the screen. Press the FIRE button to
  begin the countdown.
* When the countdown reaches 'GO', begin pedalling.
* Move your joystick UP, RIGHT, DOWN and LEFT clockwise.
* Watch the pedals of your bicycle. You must move the joystick in the same
  direction.
* A rotating arrow on the screen indicates the direction in which you must move
  the joystick at any moment.
* To maintain your speed, ensure that the position of your pedals corresponds
  with the rotation of your joystick.
* To go faster, guide the pedals with your joystick. Be prudent - if you guide
  too far, your cyclist may stop pedalling!

After finishing the course, press the FIRE button to continue. The winner of
this event is the player who finishes the course in the fastest time.


EQUESTRIAN
----------
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.
* As you arrive at each barrier, move the joystick to the RIGHT to make the
  horse jump.
* If you move too early or too late, the horse may refuse to 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 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 FORWARD to turn the horse around again and continue on the
  course.
* If your horse falls, press the FIRE button to get back in the saddle, then
  push the joystick UP to start the horse.
* Penalties are assessed for refusals and falls. You are also penalised for
  exceeding the time limit for the course.
* 6 points for each time you fall.
* 20 points for each refusal to jump.
* 1 point for 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.


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.

CHAMPION CEREMONY
-----------------
If players compete in all SUMMER GAMES II events, a Grand Champion of the games
is selected based on the number of medals awarded.

Gold Medal       5 points
Silver Medal     3 points
Bronze Medal     1 point

The points are totalled after all events have been completed, and the player
with the most points is declared 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. Fireworks light up the sky, and the famous EPYX
blimp flies across the stadium, closing out another exciting edition of SUMMER
GAMES II.

WORLD RECORDS
-------------
If a world record is achieved in any event, the name of the record-breaking
player is saved by the SUMMER GAMES II program. 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. On disk, this
will be preserved permanently for your next game.

CONTINUING PLAY
---------------
To restart at any time during play, press ESC. The program will return to the
Main Menu. You may be instructed to change disks at this time.
