Espaņa: The Games '92 - Manual
AMIGA 500, 600, 1500, 2000
Insert disk 1 into drive A and turn on the computer, the program
will then load automatically. Follow any on screen instructions for
further loading. If you have any other disk drives, insertion of
disk 2 into any other drive will prevent disk swapping.
The game may be controlled by mouse, keyboard or joystick.
Use cursor keys to move the mouse pointer.
Use Space bar as the left mouse button.
Use Fire Button 1 as the left mouse button.
After the credit screens you will be presented with the following:
The Games '92" is an international product and may be played in many
Move the mouse pointer to select the flag of the country denoting
the language of your choice and "click on" the left mouse button.
Once a flag is selected the screen will fade and the Country
Selection Screen will appear.
COUNTRY SELECTION SCREEN
This screen allows you to select the country you wish to represent
in "The Games '92". Moving the mouse pointer, select the country by
clicking on the left mouse button. Once a country has been selected
the screen will fade and the Category Selection Screen will appear.
CATEGORY SELECTION SCREEN
This screen depicts a display of the events that you will be able to
select. At the corners of the screen are Icons representing the
three major selections.
Top left - A High Jumper - Track and Field
Top Right - A Diver - Swimming and Diving
Bottom left - A weight-lifter - Boxing, Wrestling, Judo and Fencing
plus a return to DOS icon at the bottom right.
Move the mouse pointer over one of the icons to select the category
Once a category has been selected the screen will fade and an Insert
Disk prompt screen will appear.
DISK PROMPT SCREEN
This screen displays the disk you need to insert in order to
continue with your selection. Insert the appropriate disk and
re-select the icon. Once selected this screen will fade and the
Section Selection Screen will appear.
SECTION SELECTION SCREEN
This screen depicts the four choices available to you as follows:
Top Left quarter depicts the Action Section
Top Right quarter depicts the Statistics Section
Bottom Left quarter depicts the Reference Section
Bottom Right quarter depicts the Management Section
In the centre of the screen the Category Selection icon is displayed
from the previous selection screen.
Moving the Mouse pointer over the section required and clicking on
the left mouse button will select the relevant section.
THE FOUR MAIN SECTIONS
You may control an athlete in any of the available events, either
practice or in actual competition.
In the action sections the athlete can be controlled by keyboard,
joystick or mouse.
If you are using a joystick substitute a left joystick movement for
a left cursor key, a right joystick movement for a right cursor key
and Fire button 1 for space bar.
If you are using a mouse substitute a left mouse button for a left
cursor key, a right mouse button for a right cursor key and use the
space bar as instructed.
F1 pause / unpause
ESC retire from current event
The effect of the key depressions are directly connected to the
timing of the athletes movement. To speed up the athlete, press the
Lett cursor key when the athlete's left foot is on the ground and
press the Right cursor key when the athlete's right foot is on the
ground and the Up cursor key to jump.
Listed below are the varlous events available.
TRACK AND FIELD - 100m, 200m, 400m, 800m and 1500m.
All races under 1500m start on blocks.
The player has to qualify in two heats before the final.
Relays are run at 4 x 400m and 4 x 800m. Athletes are disqualified
if they drop the baton or they do not exchange the baton within a
In these running events your athlete's pace is dependant on
co-ordinating the left and right key presses with appropriate
foot-falls. During the relay race the athletes will exchange batons
Hurdles are run at 110m and 220m. An athlete is not penalised for
knocking over a hurdle.
A 400m circuit has 4 steeples set on the track. The event is 800m
and 1500m. These steeples are rigid hurdles with a ditch on one
side. The technique for jumping over these steeples is different to
jumping over the hurdles. Athletes tend to step on the hurdle to
clear as much of the ditch as possible.
In the two events above, in addition to the pace of the
athlete you also control their jump by pressing the space bar.
To gain momentum, most athletes favour a spinning technique before
releasing the discus.
This event highlights scuing technique befoace bar.
and 150ed for
g the relay race the athletes will excer strength and power. Most athletes prefer
a technique that involves a crouch followed by a forward lunge.
The hammer which is similar to a shot on a chain, is
launched after the athlete spins within a circle to gain momentum.
In the Discus, Shot Putt and Hammer Throw your momentum is gained by
co- ordinating left and right key presses with the appropriate tilt
of the athlete. When you feel you have sufficient momentum you may
execute the throw by pressing the space bar.
The javelin is thrown after a short run. The athlete must not cross a
marker before or atter the launch. To gain maximum distance the
javelin is thrown at 45 degrees to the horizon.
YOU must build up your athlete's speed as in the running events and
press the space bar to release the javelin as close to the line as
Athletes run to a marker and launch themselves forward feet first to
land in soft sand without falling backwards.
Athletes atter a short run, must "hop" then "skip" before the final
jump. Measurements are taken from the point of the "hop". This event
is for men only.
During he run-up to the jump you must build your athlete's speed as
in the running events. It you are competing in the Long Jump press
the space bar when your athlete is close to the second white line.
If you are competing in the Triple Jump you must start your jump at
the first white line.
After a short run, the athlete can use any method to clear the bar.
Many athletes favour the "Fosbury flop" which requires the clearance
of the bar using a backwards jump.
After a long run athletes aim to engage their compound fibreglass
pole into a rut, before launching themselves. using their momentum
and the flexing of the pole to clear the high bar.
During the run-up you build your athlete's speed as in the running
events. When you feel you are close enough to the jump press the
space bar. In the High Jump this will commence the jump, whilst in
the Pole Vault the pole will start to lower. When you feel your
athelete is high enough to clear the bar and the athelete will
either 'flop' or release pole.
SWIMMING AND DIVING
Races are swum at various distances i.e. 100m, 200m, 400m and 800m.
The swimmers dive from blocks and can use any style. The timing of
the turn is very important in these races.
The breast stroke is swum at 100m, 200m and 400m distances. Again
the turn can prove vital in the winning of this race.
The back stroke is started with the swimmers in the water with a
"push" start from the side. The turn is more difficult in this event
as the swimmer must twist and turn underwater.
The butterfly is swum at 100m, 200m, and 400m distances. The timing
of the turn is very important in this race.
There are 4 x 100m and 4 x 200m medley relays with the first leg of
the relay being the back stroke. The butterfly, breast stroke and
freestyle legs of the relay are swum from a diving start. The
subsequent swimmers cannot leave the blocks until the swimmer in the
water has touched the side
The speed at which the athletes swim is determined by your
co-ordination of left and right key presses with the appropriate arm
movement. When the athlete reaches the turn you must press the space
bar when you feel the athlete is at the wall.
Six judges give ratings to each diver. Points can be lost for
hitting the water at an incorrect angle and gained for style and
also for the number and timing of the somersaults done during the
You may commence your dive by pressing the space bar. Once your
diver starts to descend press the space bar to move into the tuck
position. Pressing lett and right will cause your diver to rotate.
Pressing the space bar will make your diver straighten out ready for
entry into the water.
BOXING, WRESTLING, JUDO AND FENCING BOXING
Six judges give points over 3 rounds. Between 0 and 10 points are
awarded and the winner is the boxer with the highest amount of
points or with a knock-out. One round is one minute in duration.
There are various weights of contestant from light flyweight to
super- heavyweight. Light Flyweights being 48kg and super
heavyweight being over 91 kg.
The boxer is moved left and right with the appropriate keys. If
RETURN is pressed whilst the left key is also pressed, he will
punch. If RETURN is pressed with the right key he will block.
Each bout consists of 2 x 3 minute rounds. As a match progresses
contestants score points as a result of successful holds, positions
of advantage and near throws. If the six minute mark is reached
without a fall, the wrestler with the most points is declared the
winner. Each man is then assigned a certain number of penalty
points for the match mainly due to passivity or lack of
aggresslveness. If a wrestler accumulates six or more bad points he
is eliminated from the tournament.
JUDO (MENS ONLY)
Points are awarded for successful throws. Preliminary matches are 6
minutes, semi finals 8 minutes and finals 10 minutes. The winner
will have the most points awarded by a referee and two judges. The
more technically difficult the throw, the higher the points awarded.
Bantam weight is 60kg which is the lowest and the highest category
is heavyweight over 95kg.
Move left and right using the left and right cursor keys and press
RETURN to gain an advantage over your opponent. Use different
combinations of the four cursor keys to select one of eight possible
moves. If your opponent has the advantage, press RETURN to break
In Judo and Wrestling the aim is to force your opponent sufficiently
off- balance to allow you to throw him. Pushing the left key will
start to push your opponent off balance. If the opponent executes a
counter move before you can execute another push, he will regain his
balance. If your opponent, pushes you, you must execute a counter
move by pushing the right key before he executes another push. This
process is repeated until one, opponent completely loses his
FENCING (MEN AND WOMEN)
There are three events in fencing - sabre, foil and epee. Fencing
consists of a series of set moves. The winner is the fencer who
scores the most number of hits against his opponent. There are three
coloured lights to indicate hits. Green and red lights indicate
individual hits and the white light indicates a simultaneous hit
when points are divided between the fencers.
Pushing the left key will cause your athlete to lunge towards their
opponent. If you push the left key again your athlete will follow
through with a thrust, or if you push with the right key your
athlete will retreat. If your opponent thrusts at you, you may push
the left key to perform a parry. If this is successful then pushing
the left key will follow through with a riposte; or pushing the
right key will allow you to retreat.
At the top left of the screen is an graphic inset of the Athlete you
have chosen, (Kiri Kimboto has been chosen as a default).
At the top right of the screen is a status panel displaying
Name of Athlete
Country of origin
Manual or Automatic control of movement
Practice, Heat or Final
Men's or Women's Event
The event itself
In the middle of the screen at the top are four icons. Moving the
mouse over these icons and clicking on the left mouse button will
select the following :
Top Left Icon selects practice mode
Top Right Icon selects enter competition mode
NB Competition Mode may only be selected when the date is correct
for that event. See Management Section.
Bottom left Icon - The Starting pistol - starts the event
Bottom right Icon selects return to last selection screen.
At the bottom of the screen is a further row of icons. These icons
"roll" left and right when clicking on the minus and plus icons
respectively. The icons depict all the events for the disk you are
using. The bright icons depict the events that the athlete you have
chosen is particularly good at. You cannot select an event that the
athlete is not trained for.
Once you have decided which event you wish to participate in, move
the mouse pointer over the bright icon and press the left mouse
button. The event should now be displayed in the top right
If this is the first time you have played The Games '92 you will now
be in practice mode and manual control. If you select the starting
pistol, the event * you have chosen will be loaded and Kiri will
appear on the track ready to practice.
ACTION DISPLAY PANEL
At the top of the action screen there are important features
displayed that will help your performance. At the top left there is
a graphic inset of your chosen athlete, in the middle, the time or
distance that you have achieved. At the far right there is a
lightening icon in which the horizontal line depicts the power
output of the athlete, i.e. how good you are at synchronising the
cursor key depressions with the athlete. The higher the horizontal
line the better your synchronization. To the left of this display is
a plus/minus icon. This depicts the athlete's stamina, an indication
of the athlete's fitness. To the left of this display is your
current position super-imposed on the event icon.
PRACTICE, HEATS AND THE FINAL
Unless you have been into the Management Section you will not be
able to compete in any event. The actual events take place on
specific dates. identical to the dates of the Olympic games held in
Barcelona. Without advancing the date all you can do is practice.
But practice makes perfect.
Once you have trained the athlete and looked in the diary (See
Management Section) you may take part in the Heats (of which there
are two) and hopefully win a medal in the Final.
Selecting the Statistics section allows you to browse through
achievements of yesteryear. At the top of the text is the event and
listed below are the timings or distances achieved by athletes since
the Olympics began.
The icons shown function as follows:-
The far left icon, that of the printer, allows you to print out the
"file" you have on screen.
The icon to the right is that of leafing backwards in a book, this
simply depicts going back a page.
The icon in the middle depicts the disk you have selected i.e. Disk
one Track and Field, Disk Two Swimming and Diving or Disk Three,
Boxing, Fencing, Wrestling and Judo.
The icon to the right is that of going forward a page.
The icon on the far riaht is that of going back to the last screen
This section operates in a similar way to that of the statistics
section. This section contains information about the following:-
The Olympic games since they began
Information about the Games in Barcelona 1992
Information about the events, the people and the evolution of the
The icons at the bottom of the first screen you see are as follows:-
The icon on the far left is a Coliseum icon. Selecting this icon
will allow you to view pictures and information about the current
Games in Barcelona.
The icon on the right is the Olympic torch, selecting this icon will
allow you to view information about the generic history of the
Olympic Games since they began in 1896.
The icon to the right is an icon depicting the disk you have
selected, i.e. Track and Field, Disk One, Swimming and Diving, Disk
Two and Wrestling, Boxing, Judo and Fencing Disk Three. Selecting
this icon will give you specific information about the chosen disk
events through history.
The icon to the far right is the now familiar return to the last
Selecting either the Coliseum, Flames or Disk Icon will change the
icons at the bottom of the screen as follows:- The icon at the
far left depicts a printer, selecting this icon allows you to print
the "file" you are currently looking at.
The icon to the right of the above is that of an open book and
depicts going back a page.
The icon to the right of the above is a minus sign. Some of the
"files" contained in this section are more than one screen in size.
Selecting either the plus or minus will allow you to browse through
the files. The icon to the right of the open book displays the date
of the current event. The icon on the far right will take you back
to the previous screen.
Selecting the management section will allow you to train your
selected athlete to the peak of physical fitness.
Your office is fully equipped with all you need to train and manage
your athletes to win Gold Medals in the Games. Moving the mouse over
to the door on the left and clicking the left mouse button will
allow you to return to the previous selection screen. Selecting the
middle door will allow you to enter the Medical Room.
Selecting the right hand door will allow you to enter the gym.
Your desk has some very important features also. There is a diary.
Moving the mouse pointer onto the diary and clicking the left hand
button will open the diary and allow you to peruse the activities
leading up to and including the Games themselves. On the diary page
you will see three icons, the top right con depicts next page. The
middle icon depicts the previous page and the bottom icon to return
to the last screen. Also on your desk is a '92 pad. Selecting this
pad shows you the medal winners to date.
Other features in the office are also very important. Selecting the
top drawer of the filing cabinet allows you to review the gallery of
athletes. Double clicking on an athlete will reveal information on
the athlete and preferred events. The bottom right icon will return
you to the last screen.
Clicking on the clock will advance the time by one hour. Clicking on
the calendar will advance the day by one day.
Once you are in the medical room, you will be able to assess the
fitness of the athlete you have chosen. By moving the mouse on to
the Doctor anc clicking the lett hand mouse button. the doctor will
advise on the fitness of the athlete and recommend a work-out and
practice regime. Moving the mouse pointer onto the Cardiovascular, E.
C.G. machine and clicking the left hand mouse button, will reveal
the stamina level of the athlete.
The door on the lett hand side on the screen is the exit back to
your office. Move the mouse pointer over the door and click on the
left button to exit.
Once you are in the gym, you are able to set a work-out schedule.
Click on the body of the athlete and watch the exercise. The initial
click will set the athlete to work-out everyday for one hour.
Subsequent clicks will advance bl the time in the gym by one hour.
Once this is set, it is assumed that the athlete will train at this
level every day until the Games commence.
The door on the left hand side on the screen is the exit back to
your office. Move the mouse pointer over the door and click on the
left button to exit.
You may find areas of the Office, Gym and Medical room that react to
the mouse pointer and selection. Try and see what you can find!
HINTS AND TIPS
1. Don't panic.
2. If you are lost somewhere in the hierarchy just select the last
screen/page icon found mainly at the bottom right of the screen to
return from whence
3. You may only compete in the Heats and Finals on thelect the last pecific date
of that Heat or Final. Consult your diary and calendar.
4. In the swimming events as the athletes approach the turn they
will go under water. You have to judge when they are in the right
position to execute the turn - practise will help you achieve
5. While your boxer is executing a punch if you release the space
bar he will return to the normal stance. Use this to create feints
and confuse your opponent.
THE GAMES '92
THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND
MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE
INSTRUCTIONS FOR LOADING CAREFULLY.
This game has been tested and checked for viruses. Please do not use
any form of disc utility with any Ocean product as it may corrupt
the data and render the disc unusable
NOTE: PLEASE CHECK THE READ.ME FILE FOR ANY LAST MINUTE ADDITIONS OR
Presented by The Humble Guy's HumbleDox