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World Games manual

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       World Games
        1986 Epyx
=========================


=== INTRODUCTION ===

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 glamor of 
visiting exotic locales.  World-class competition reaches new heights of
drama, color and excitement in the latest athletic challenge from EPYX.

In any language, you're about to experience the thrills of WORLD GAMES.
Bonne chance!

=== OBJECTIVE ===

WORLD GAMES challenges your competitive skills with a series of athletic
contests for one to eight players.  The lineup of eight realistic and
colorful 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!

=== GETTING STARTED ===

For the Commodore 64/128:

        - Set up your Commodore 64/128 computer as shown in the owner's 
          manual.

        - Plug your joystick into Port #2.  If you are playing with more
          than one person, plug a second joystick into Port #1.

        - Turn the computer and the disk drive ON.

        - Insert your game disk into the disk drive with the label facing
          up and the oval cutout pointing towards the back.  You will be
          prompted when to turn the disk over to the other side.

        - Type LOAD"*",8,1 and press the RETURN key.

With the EPYX FAST LOAD Cartridge:

        - Turn the disk drive and computer on.

        - Insert your WORLD GAMES disk with the label side facing up.

        - Press and hold the C= (Commodore key) and the RUN/STOP key to
          load the program.

For the Atari ST:

        - Set up your ATARI ST computer as shown in the owner's manual.

        - Plug your joystick into Port #1, as shown in the Owner's Manual.
          If you are playing with two players, remove the mouse cable and
          insert the second joystick.

        - Insert the WORLD GAMES disk into disk drive A.  You will be 
          prompted when to remove the disk and insert the disk labeled
          Disk 2.

        - Turn ON the computer.  The program will AUTOBOOT.  If your 
          computer is already on, press the RESET button on the back of the
          computer to restart.

=== STARTING PLAY ===

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 practicing 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 **

        - To enter your name, type your name on the keyboard and press
          RETURN.  (Or press RETURN to return to the menu without entering
          name.)

        - 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.  (On the C64/128 you can type S to listen to each
          anthem.)

        - Repeat the name and country selection for each additional player
          (up to eight).  When all players' names and countries are entered,
          press RETURN.

        - 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.
          (On the C64/128 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.
          (On the C64/128 you can also 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.

        - Use the joystick to choose the event, then press the FIRE BUTTON.
          (On the C64/128 you can also type the event number.)

 ** OPTION 4: Practice One Event **

        - Use the joystick to choose the event, then press the FIRE BUTTON.
          (On the C64/128 you can also type the event number.)

  NOTE: No scoring records are kept during practice rounds.

 ** OPTION 5: Number of Joysticks **

For one player, plug your joystick into Port #2 and select 1.
For two or more players, plug in two joysticks and select 2.

        - Select 1 or 2 by pressing the FIRE BUTTON.  (On the C64/128 you
          can also type the number.)

 ** 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.

        - Press the FIRE BUTTON to return to the menu.

 ** OPTION 7: Include Travelogue **

Displays the location and description of each event before you compete.

        - Press the FIRE BUTTON to select NO if you don't want to see the
          descriptions.  Select YES if you would like to read them before
          each event.

=== THE GAMES ===

 ** Weightlifting **

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
          FORWARD or BACK.  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.

 - The Snatch -

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 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 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 BACK.

        - To begin lifting the bar, push the joystick FORWARD.

        - During the lift, pull the joystick BACK 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 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 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.

 - 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 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.

 - 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.
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 **

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 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 soon, you may not clear the last barrel, but if you jump too
late, you may crash into the first barrel.

 ** Cliff Diving **

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.  Diver Raul Garcia has taken
the leap from La Quebrada over 35,000 times.

        - 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 ledges 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
diver's 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 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, FORWARD, or BACK at the time of your leap adds
extra velocity in that direction.

 ** Slalom Skiing **

The setting for this event is Chamonix, France, where the first Winter  
Olympics took place in 1924.  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 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 fail.  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 **

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.

 - SCORING -

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.

 - 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 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.

 - 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 **

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 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, hold the joystick as follows:

                1) BUCK: If the bull is bucking, hold the joystick LEFT or
                         RIGHT, in the direction that the bull is moving.

                2) SPIN: Pull the joystick BACK to stay on the bull when it
                         is spinning around.

                3) 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 -

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.

 - STRATEGY -

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.

        - CENTER JOYSTICK: The bull bucks and runs.

        - BACK: The bull halts suddenly.  Guaranteed to throw the toughest
                hombre.

 ** Caber Toss **

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.

 - 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 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 Wrestling **

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.

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

        - 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.
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.

 - STRATEGY - 

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.
        
=== WORLD GAMES 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, and his or her country's national anthem is 
played.

 ** CHAMPION CEREMONY **

If the players compete is all WORLD GAMES events, a Grand Champion of the
games is selected based on the number of points awarded.

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

The points are totaled after all events have been completed, and the player
with the most points is honored as the Grand Champion.  The ceremony takes
place after the Awards Ceremony for the final event.

 ** WORLD RECORDS **

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.

=== CONTINUING PLAY ===

For the Commodore 64/128:

        - To restart WORLD GAMES at any time, press and hold the RUN/STOP
          and RESTORE keys at the same time.  The program will reboot to
          the beginning of the game.

For the Atari ST:

        - To restart WORLD GAMES, press the RESET button on the back of the
          computer to reboot to the main menu.

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