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Instructions
World Games 1987, Epyx

World Games - Instructions

Events:

Weightlifting - RUSSIA
Barrel Jumping - GERMANY
Cliff Diving - MEXICO
Slalom Skiing - FRANCE
Log rolling - CANADA
Bull riding - UNITED STATES
Caber toss - SCOTLAND
Sumo wrestling - JAPAN


Weightlifting: 

The Snatch Method -  To bend down and grasp the bar, pull the joystick BACK.
To begin lifting the bar, push the joystick FORWARD. During the lift, pull
the joystick BACK to drop underneath the bar and "snatch" it over your head.
To stand up from the squatting position, push the joystick FORWARD. When two
or more judges' lights in front of the platform turn WHITE, pull the joystick
BACK to lower the weights back down to the floor.

The Clean Jerk - To grasp the bar, pull the joystick BACK. To begin lifting
the bar, push the joystick FORWARD. During the lift, pull the joystick BACK
o "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 FORWARD.
To "jerk" the bar above your head, pull the joystick BACK again.
To straighten your legs and complete the lift, push the joystick FORWARD one
more time. When two or more judges' lights in front of the platform turn 
WHITE, pull the joystick BACK to lower the weights to the floor.

Scoring: 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 
beconsidered successful.  The judges vote on the accurracy of your timing. 
Two"hesitant" white votes mean your timing was poor.  Three quick white votes
mean your timing was perfect.

Timing: 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 200kg.  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.

Strategy:  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 out of the competition-but make sure you can lift the weight 
before you take the gamble!


Barrel Jumping:

To choose the number of barrels to jump, move and hold the joystick LEFT
or RIGHT. Press the FIREBUTTON to continue. Your skater appears on the ice 
ready to start. Press the FIRE BUTTON to  begin skating. To move the skaters
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 green flag 
indicates a good take-off point for most jumps. To prepare for landing, pull
the joystick BACK. Each player is allowed three attempts.

Scoring: The winner is the skater who clears the greatest number of barrels 
in one of their attempts with a successful landing.

Strategy: 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 soo, you may not clear the last barrel- but if 
you jump to late, you may crash into the first barrel.


Cliff Diving:

To select the height of your dive, push the joystick FORWARD 
or pull BACK.   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 FORWARD. Before
you enter the water, pull the joystick BACK 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.

Scoring: 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 ledge on 
"La Quebrada," while barely missing the rocks at the foot of the cliff.

Wind: 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 divers back arched to avoid the rocks.

Strategy: 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 maximun depth. To acheive a 
better score, try to barley miss hitting the rocks near the foot of the 
cliff by arching your back as long as neccessary during the dive. Also 
remember, that holding the joystick LEFT,RIGHT,FORWARD,or BACK at the time 
of your leapadds extra velocity in that direction.


Slalom Skiing:

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 turing sensitivity. Complete the course by passing
through each gate. A gate is two flags of the same color-you must pass 
between each pair of flags. The gates alternate colors, so you must ski 
between blue flags,then red flags. Missing a gate adds a five second penalty.

Scoring: The winner is the skier who successfully completes the course with 
the fastest time. You will be disqualified if you fall. If you collide with 
a gate head on, you'll "wipe-out."Strategy: 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: You may compete against another person or the computer. When 
"Press your Fire Button" appears on either half of the screen, the player 
whose name appears on that half must press the joystick FIRE BUTTON.
The next playerr does the same. This begins the event. To move the 
lumberjack's legs, move the joystick LEFT and 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 attemps.

Scoring: The winner is the last lumberjack to remain on thje log. A scoring
bonus is awarded to the winner based on thje 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.

Balance: 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 
balancemeter for both players. When a lumberjack is off-balance, his arms 
extend to help him recover.Strategy: 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:

To choose which bull you want to ride, move the joystick FORWARD or BACK.
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,
move the joystick as follows:
BUCK: If the bull is bucking, move the joystick LEFT or RIGHT, in the 
direction that the bull is moving.
SPIN: Pull the joystick BACK to stay on the bull when it is spinning.
HALT: Move the joystick LEFT or RIGHT in the opposite direction that the
bull is moving.

Scoring: Scoring is based on the style and lenght of the ride. The lenght of
a ride is eight seconds. Riding harder bulls is worth more points. For the 
highest scores, ride Earthquake..if you dare.

Strategy: Try to anticipate the bull's moves correctly. Quick response to 
each move is the key to finsihing a ride. The practice mode allows another 
player to control the bull's actions. Use this to develope 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.
FORWARD WITH FIRE BUTTON PRESSED: 540 degree spin.       
CENTER JOYSTICK: The bull bucks and runs.
BACK: THe bull halts suddenly. Guaranteed to throw the toughest hombre.

Caber Toss:

To run with the caber, move the joystick LEFT and RIGHT in rhythm with the
athlete's feet. To gain speed, increase the temp of the rhythm smoothly.To
plant your feet and throw the caber, press and hold the FIRE BUTTON. As the
caber pivots in your hand, release the FIRE BUTTON to complete the throw. If
you release too soon ot too late, the caber may not flip correct.

Scoring: The caber must flip over completely for a legal toss. The toss that
travels the farthest distance wins the event.

Strategy: The secret to 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 sap your strength.


Sumo Wrestling:

 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:

                              FOREARM      
                                /|\  
                                 |  
       BACKWARD PUSH <-------------------------> FORWARD PUSH  
                               / | \          
                              /  |  \             
                             /   |   \
              BACKWARD SLAP    SLAP   FORWARD SLAP

Press and hold the FIRE BUTTON to attempt to grasp your opponents belt.
Then perform one of the following moves by repeatedly moving the joystick
in the direction indicated, while still holding the button down.

                              UTCHARI      
                                /|\                              
                                 |                                     
                                 |
        BACKWARD PULL <---------------------> FORWARD GRAB 
                              /  |  \ 
                             /   |   \           
                  TRIP LEFT    SNATCH    TRIP RIGHT

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: 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. Ifyou throw your opponent to the ground or push him out of the ring,
you'll receive enough points to win the match. Hte shorter the match, the 
higher the points.

Strategy: Timing is important to success in the sumo ring. When you preform 
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.

Medals:

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