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California Games Version2 by Remember

California Games Version2 PROUDLY PRESENTS CALIFORNIA GAMES (PAL/NTSC) COPYRIGHT 1987 BY EPYX, INC. AGAIN IS THAT THE LEVEL-DEPACKER HAD ONE - - - - - PROUDLY PRESENTS COPYRIGHT 1987 BY EPYX, INC. - NTRO COVERED BY - CALIFORNIA GAMES (PAL/NTSC) 100% - HERE AGAIN RELEASE NUMBER 125... - CALIFORNIA GAMES - ...ORIGINAL DISK SUPPLIED, CRACKED, DEBUGGED (COLOURS IN THE PICTURE IN THE SURFING EVENT AND ONE LAME RASTERBUG IN THE ROLLER SKATING EVENT!), LEVELPACKED AND DOCUMENTS TYPED BY - THE REASON WHY WE RELEASE IT AGAIN IS THAT THE LEVEL-DEPACKER HAD ONE FATAL BUG WHICH CAUSED TO CRASH THE GAME SOMETIMES. - NOSTALGIA * GOLD * CYBERPUNX * ONSLAUGHT * LAXITY * CHROMANCE * HITMEN * TRC+SCS * F4CG * EXCESS * TRIAD * FAIRLIGHT * PADUA * CREST * THE COLLECTOR * THE OVERKILLER/HOKUTO FORCE * SNOOPY * KIM LEMON * ART * MANIK * MASON * S.TOOMER * MAD DOG... - AND THE FORGOTTEN REST! - JACK ALIEN OF REMEMBER IN APRIL 2001... .. . - - PLEASE INSERT SIDE - OPYRIGHT 1987 BY - OME OF THE MOST RADICAL SPORTS IN THE WORLD. - OU'RE ABOUT TO HIT THE - FBEACHES, PARKS AND STR - TATE TO GO FOR TROPHIES IN EVERYTHING - FROM SURFING TO BIKE RACING. - GIVES YOU THE HO - ND THE MOST AGGRO COMPETITION. - OU EVEN GET TO PICK YOUR OWN SPONSOR. - O GET INTO THE MOST FUN YOU'VE HAD - OM HID YOUR SKATEBOARD. - IS GOING TO TAKE YOU - FROM THE SURF TO THE TURF. - ROM THE PIPETO THE PARKS. - A LOVE IT, OR WHAT ? - IN THE HEART OF - D, WITH SKATEBOARDS IN HOT - FCOMPETITION ON THE RADICAL - FOR THE HIGH-FLYING - DOWN TO THE BEACH FOR TWO OF THE C - LESTSPORTS WE'VE GOT IN - HERE'S AN AWESOME - OWED BY THE KING OF COASTAL COMPETITION. - TINGTHE TUBE AND CARVING THE BIGGEST - HBREAKERS AROUND. - VER AT THE DIRT TRACK, YOU' - PUMP THE PEDALES OF A - BE FLINGING THE FANTASTIC - A HAVE YOUR HANDS FU - OU'RE ABOUT TO GET INTO THE WILDEST - DGAMES OF THEM A - T'S ONLY, LIKE, THE MOST TOTA - GAWESOME GAME IN THE WORLD. - S FOR ONE TO EIGHT PLAYERS. - DOBJECT OF THE GAMES IS TO WIN TROPHIES - IN EACH INDIVIDUAL EVENT. - ALSO COMPETE FOR THE TOP TROPHY IN - INCLUDES SIX EXCITING - OU CAN PRACTICE OR COMPETEIN ANY SINGLE EVENT, COMPETE IN A - THE EVENTS, OR EVEN SET UP YOUR OWN - ICOMPETITION USING EVENTS THAT YOU CH - SES A SPONSOR FOR THE - OU ARE JUDGED ON EACH - EEVENT AND A RECORD IS KEPT OF YOUR - ROPHIES ARE AWARDED TO THE TOP - SCORING COMPETITORS. - F YOU BREAK AN EVENT RECORD, - SAVE YOUR NAME AND DISPLAY ITON A SPECIAL HIGH SCORE SCR - S IN EACH EVENT, COMPETE WITH YOUR FAMILY AND FRIENDS AND BECOME A - JOYSTICK TO CONTINUE TO THE MENU SCR - FCHOICE OF OPTIONS. - O MAKE A SELECTION, USE YOUR JOYSTICK TO MOVE THE CURSOR TO YOUR CHOICE, THEN PRE - OU MAY ALSO SELECT AN OPTION BY TYPING THE CORRESPONDING NUMBERED KEY. - HE NUMBER OFTROPHIES AWARDED TO EACH PLAYER IS - IED AS YOU COMPETE, AND A SPECIAL - TROPHY IS AWARDED TO THE OVERA - HCHAMPION AT THE CONCLUSION OF THE LAST - COMPETE IN THE EVENTS IN - FIRST BE ASKED TO ENTER YOUR - ENAME AND PICK A SPONSOR. - YPE YOUR NAME ON THE KEYBOARD AND - SE THE JOYSTICK TO MOVE THE CURSOR TO - THE SPONSOR OF YOUR CHOICE, THEN PRE - TO PICK THAT SPONSOR. * - EPEAT THE NAME AND SPONSOR SELECTION - FOR EACH ADDITIONAL PLAYER (UP TO - PLAYERS' NAMES AND - ESPONSORS HAVE B - VERIFICATION SCR - THE NAMES ARE CORRECT, SELECT - WITH THE JOYSTICK AND PRE - ANY CHANGES, SELECT - PTION 1, BUT YOU COMPETE IN THE EVENTS OF YOUR CHOICE. - SE THE EVENT(S) BY TYPING THE - GCORRESPONDING NUMBERED KEY OR BY - HMOVING YOUR JOYSTICK AND PRE - HE EVENTS YOU CH - KDISPLAYED IN PURPLE. - HEN YOU ARE FINISHED CH - FEVENTS, MOVE THE CURSOR TO THE WORD - PTIONS 1 AND 2, BUT YOU - ECOMPETE IN ANY SINGLE EVENT OF YOUR - SE THE EVENT BY TYPING THE - JCORRESPONDING NUMBERED KEY OR BY - HMOVING YOUR JOYSTICK AND PRE - SE THE EVENT BY TYPING THE - JCORRESPONDING NUMBERED KEY OR BY - HMOVING YOUR JOYSTICK AND PRE - O SCORES ARE KEPT DURING - PRACTICE ROUNDS. - ISPLAYS THE HIGHEST SCORE RECORDED IN - EVENTS, WITH THE NAME OF THE - HPLAYER WHO ACHIEVED EACH RECORD. - TO RETURN TO THE - ISPLAYS THE TITLE SCR - N AND CREDITS.* - TO RETURN TO THE - T'S TIME TO GET AIR ON THE HALF PIPE. - KATEBOARDING IS DEFINITELY AN AWESOME - EVENT, COMBINING STRENGTH AND - RDINATION--OFTEN WITH AMAZING - BE RIDING A SKATEBOARD - Y BUILT HALF-PIPE. - HAVE A 1 MINUTE, 15 SECONDS TIME PERIOD,OR THR - S, TO BUILD UP SP - Y COMPLETE STUNTS. - OINTS AREAWARDED FOR EACH STUNT, AND THE HIGHEST SCORE WINS THE EVENT. - HE OBJECT OF THE HALF-PIPE EVENT IS TO RIDE THE BOARD BACK AND FORTH ON THE - DRAMP, PERFORMING STUNTS WITH PROPER - ETIMING AND EXECUTION. - D, MOVE THE JOYSTICK - EWHEN THE SKATER IS GOING UP THE SIDE - DOF THE RAMP, THEN MOVE THE STICK - WHEN THE SKATER IS GOING DOWN. - O PERFORM A STUNT, MOVE THE JOYSTICK - AS SHOWN IN THE DIAGRAM. - TO TIMING, BECAUSE YOU' - MOVE THE STICK T - IF YOU HOLD IT T - S, THE EVENT IS OVER. - O START A KICK TURN, MOVE THE - JJOYSTICK AS INDICATED ON THE DIAGRAM - ARN MAXIMUM POINTS BY WAITING - UNTIL THE LAST MOMENT TO START THE - FTURN, AND HOLDING THE JOYSTICK UNTIL - DTHE MOMENT BEFORE YOU'D WIPE OUT. - O START AN AERIAL TURN, TAP THE - HJOYSTICK IN THE DIRECTION INDICATED IN - O PERFORM THIS MOVE - Y, YOU MUST BE IN THE AIR - THE EDGE OF THE RAMP BEFORE - ITAPPING THE JOYSTICK. - O PERFORM A HAND PLANT, PRE - JUST AS YOU REACH - THE TOP OF THE RAMP. - DPLANT HIS HANDS AND FLIP THE BOARD - FOVER HIS HEAD. - AIT TO RELEASE THE - UNTIL THE BOARD ARCS OVER - AND RETURNS TO THE RAMP. - THE LAST MOMENT, AND RELEASING IT AT - DTHE LAST MOMENT. - OU SCORE POINTS FOR EACH STUNT - ICOMPLETED SUCCE - FINCREASES WITH THE AMOUNT OF RISK YOU - OR EXAMPLE, IF YOU HOLD A TURN - UNTIL THE LAST MOMENT, YOU GET MORE - EPOINTS THAN IF YOU PU - OME STUNTS ARE MORE - ICULT AND EARN HIGHER SCORES THAN - T'S IMPORTANT TO BUILD UP THE RIGHT - D BEFORE TRYING A STUNT. - D BY DOING A "FAKIE." - O FAKIE, HOLD THE JOYSTICK UP OR DOWN - DURATION OF THE RAMP (FROM TOP TO BO - EMEMBER THAT YOU' - DWIPE OUT IF YOU GO T - , BE SURE TO GET PLENTY OF PRACTICE ON THEHALF PIPE. - HIS EVENT TAKES EXPERIENCE - TO GET THE TIMING DOWN JUST RIGHT. - HIS IS PROBABLY THE MOST LAID BACK - EEVENT, BUT DON'T LOSE YOUR C - AG EVENT IS LIKE - JUGGLING WITH YOUR F - N THIS EVENT, YOU HAVE TO K - P A JUGGLING BAG IN THE - AIR FOR 1 MINUTE, 15 SECONDS, WITHOUT - USING YOUR HANDS. - IN THE TIMING. - F YOU TIME YOUR KICKS - JCORRECTLY, YOU' - P THE BAG BOUNCING HIGH IN THE AIR. - CORE EXTRA POINTS BY - PERFORMING STUNTS. - HE HIGHEST SCORE - DWINS THE EVENT. - ACKING AT THE SACK WITH YOUR F - S AND HEAD, YOU MUST TRY TO MAKE AS MANY KICKS AS YOU CAN BEFORE TIME RUNS - ND REMEMBER, YOU GET EXTRA POINTS FOR EVERY STUNT YOU PERFORM. - TO KICK THE BAG - INTO THE AIR AND START THE EVENT. - S BACK TOWARD THE - AGAIN JUST BEFORE THE BAG REACHES YOUR - O PERFORM A HEAD BU - JUST BEFORE THE BAG DROPS BELOW - THE LEVEL OF YOUR HEAD. - OVE THE JOYSTICK AS INDICATED IN THE - DIAGRAM TO CONTROL OTHER MOVEMENTS. - EVERAL TYPES OF KICKS ARE PO - DINCLUDING INSIDE KICKS, OUTSIDE KICKS, - JUMPING REVERSE KICKS, KN - ERENT TYPES OF KICKS, - DMOVE TO NEW POSITION UNDERNEATH THE - EBAG WHILE IT'S IN THE AIR. - JEXAMPLE, MOVE TO THE RIGHT SO THE BAG - DROP NEXT TO YOU (BUT NOT T - DTHE BAG APPROACHES AND YOU' - AN OUTSIDE KICK. - THER KICKS ARE PERFORMED BY - LPOSITIONING YOURSELF IN DI - ISCOVER THE WAYS TO PERFORM A - THE KICKS BY TRYING VARIOUS MOVEMENTS - DURING PRACTICE. - OU EARN POINTS FOR EACH STUNT OR KICK - STUNTS, LIKE TURNING AROUND WHILE THE - BAG IS IN THE AIR, EARN HIGHER SCORES. - OU LOSE TIME IF YOU DROP THE BAG OR - POINTS FOR CONSECUTIVE KICKS COMPLETED - OWING THE BAG TO TOUCH THE - ARN BONUS FOR CATCHING THE SACKWHEN THROWS FROM O - DSOME STUNTS TO TRY BY COMBINING - ERENT KICKS AND MOVES: - ICK: (10 POINTS) - XLE: (250 POINTS) - NY TWO KICKS WITH A HALF - NY TWO KICKS WITH A FU - EFT BACK KICK + RIGHT BACK - EFT JUMPING KICK OR RIGHT - EFT OUTSIDE KICK + RIGHT - OOUTSIDE KICK + LEFT OUTSIDE - EFT OUTSIDE KICK + HEAD BU - IRIGHT OUTSIDE KICK. - HE MORE COMPLICATED KICKS AND STUNTS - YOU CAN COMPLETE BEFORE TIME RUNS OUT, - THE HIGHER YOUR SCORE WI - BONUS POINTS ARE AWARDED FOR VARIETY, SOUSE AS MANY DI - ERENT STUNTS AS YOU CAN. - URFING BEGAN AS THE SPORT OF - KINGS; NOW IT RULES THE - OINT, SURFERS AND THEIR COLORFUL BOARDSDOT THE MILES OF SUN-SPLASHED BEACHES. - ND YOU'RE ABOUT TO JOIN THEM. - T THE CURL, SHRED THE TUBE AND - FPROBABLY EVEN EAT A LI - YOU WIPE OUT). - T'S GOING TO BE HOT. - OMPETITION SURFING IS A GAME OF STAYINGNEAR THE CURL OF THE WAVE AND - KMANEUVERING YOUR BOARD SM - IDE THE FACE OF THE WAVE, - FMOVING BACK AND FORTH, IN AND OUT OF THETUBE. " - SE" AS MUCH OF THE WAVE AS YOU - CAN BEFORE YOUR RIDE COMES TO AN END. - TO CATCH A WAVE - AND START THE EVENT. - OLD THE JOYSTICK - TO AVOID WIPING - ING OF YOUR RIDE. - R THE BOARD TO THE SURFER'S - FLEFT, MOVE THE JOYSTICK - R THE BOARD TO THE SURFER'S - FRIGHT, MOVE THE JOYSTICK - GSHARPER TURNS. - OTE THAT SHARP TURNS - CLOSE TO THE BO - EITHER WIPE OUT OR - EEND YOUR RIDE BY LEAVING THE WAVE. - O END YOUR RIDE CLEANLY, GO OVER THE - TOP OF THE WAVE. - F YOU GO OVER THE TOP OF THE WAVE AND - TURN YOUR BOARD AROUND IN THE AIR, YOU - CAN CATCH THE WAVE AGAIN (BUT YOU' - DWIPE OUT IF YOU COME BACK DOWN AT A - GET 1 MINUTE, 30 SECONDS FOR - ETHE EVENT OR 4 WIPEOUTS. - POINTS FOR LONGER RIDES, SO TRY TO - FRIDE EACH WAVE AS LONG AS YOU PO - OU'RE SCORED FOR THE LENGTH OF YOUR - DRIDE, THE NUMBER OF TURNS YOU MAKE AND - D EACH TIME YOU TURN. - OU ALSO EARN HIGH POINTS FROM THE JUDGES FOR - DRIDING IN THE TUBE (UNDERNEATH THE CURL OF THE WAVE), AND RIDING NEAR THE BREAK." - ATCHING AIR" SCORES EXTRA POINTS: - ERIDE UP TO THE TOP OF THE WAVE UNTIL TH - ND OF YOUR BOARD CLEARS THE CREST, THENTURN AND CONTINUE YOUR RIDE. - OUR FINAL SCORE IS BASED ON HOW WE - YOU "USE" THE WAVE. - HSTRAIGHT, FAR OUT IN FRONT OF THE BREAK COUNTS FOR VERY LI - HE MORE RISKS YOU TAKE TO DO YOUR STUNTS, - THE MORE POINTS YOU WI - AKING CUTBACKS (180-DEGR - EMOVING UP AND DOWN THE WAVE AND DOING - 360'S (COMPLETE CIRCLES) A - ARN MAXIMUM POINTS FOR HIGH - D TURNS, ESPECIA - Y IF YOU COMPLETE THEM NEAR THE TOP OF THE WAVE OR NEAR - ER SKATING IS HOT. - NYONE CAN SKATE AND ALMOST EVERYONE DOES, WITH A F - DOM UNLIKE ANY OTHER SPORT. - SKATING IS AS RADICAL - AS YOU CAN GET. - HE TRICK IS TO SKATE - DOWN A BEACH BOARDWALK WITHOUT FA - HAVE TO AVOID CRACKS IN THE - , SAND, PUDDLES OF WATER,SHOES LYING IN YOUR PATH AND MORE. - HAVE TO SQUAT TO MI - EVEN HAVE TO JUMP - ING PIECES OF THE SIDEWALK! - ER SKATING IS TO AVOIDTHE OBSTACLES AND COVER THE COURSE IN - IBLE TIME, WITH AS MANY - DSTUNTS AS YOU CAN PERFORM DURING THE - O BEGIN SKATING, RO - THE JOYSTICK TO - JJOYSTICK TO THE - FPOSITIONS TO GAIN SP - OVE THE JOYSTICK AS SHOWN IN THE - GDIAGRAM TO PERFORM OTHER SKATING - O JUMP, RELEASE THE - THE OBSTACLES. - YOU YOU ARE DISQUALIFIED AND YOUR RACE - CORE POINTS FOR EACH OBSTACLE YOU - ARN DOUBLE POINTS FOR JUMPING - OVER OBSTACLES. - ARN THE HIGHEST SCORES FOR 360'S WHILE JUMPING OBSTACLES. - SCORE POINTS FOR EACH OBJECT YOU SUCCE - Y AVOID OR JUMP OVER, SO BE - IMPORTANT THAN STAYING ON YOUR F - EMEMBER THAT YOU EARN POINTS FOR SPI - EOBSTACLES (JUMPING AND SPI - OMPLICATED MOVES LEAD TO - UT BE CAREFUL NOT TO FA - MORE THAN TWICE, OR YOU' - BE OUT OF THECOMPETITION. - DALSO STANDS FOR RADICAL ACTION AND - ENGING COMPETITION. - N THIS EVENT, RIDERS USE STRONG, LIGHTWEIGHT BICYCLES TO RACE ON AN ACTION-PACKED COURSE IN - ALIFORNIA DESERT. - HERE ARE PLENTY OF JUMPS, BUMPS AND DIPS. ( - D SENSE OF TIMING AND AHEAVY DOSE OF ENDURANCE. - HE OBJECT IS TO COVER THE COURSE IN THEFASTEST PO - IBLE TIME, PERFORMING STUNTSAND AVOIDING OR JUMPING OVER OBSTACLES. - HE FASTEST DAREDEVIL RIDER WI - OVE THE JOYSTICK - OVE THE JOYSTICK - OVE THE JOYSTICK - OVE THE JOYSTICK - INCREASE YOUR SP - OVE THE JOYSTICK - HEN YOU'RE IN THE AIR, USE THE - IJOYSTICK TO PERFORM STUNTS: - TO DO A TABLE TOP. - OLD THE STICK AS LONG AS PO - FTHEN RELEASE THE JOYSTICK TO PUT THE - TO DO A 360-DEGR - TO DO A BACKWARD - TO DO A FORWARD - IMING IS IMPORTANT TO PERFORM STUNTS - OU MUST TIME THE START AND - FINISH OF EACH MOVE TO COMPLETE IT - F YOU'RE NOT BACK IN A - "CENTERED" POSITION BY THE TIME YOU - ELAND OR COMPLETE YOUR STUNT, YOU WI - OWED ONE "SERIOUS" FA - S BEFORE YOU'RE OUT - F YOU FLIP AND FA - DYOUR HEAD, IT'S A SERIOUS FA - T THE END OF THE COURSE, PRE - EPOINTS FOR STOPPING ON THE FINISHING - RY TO COMPLETE THE COURSE WITHIN THE 2 MINUTE TIME LIMIT. - HE FASTER YOUR TIME,THE HIGHER YOUR SCORE WI - OU ALSO GET POINTS FOR EACH STUNT, WITH BONUS - POINTS FOR HOLDING STUNTS AS LONG AS - ERE'S A TABLE OF THE MINIMUM AND MAXIMUM POINTS AWARDED FOR EACH - HEN YOU COMPLETE THE COURSE, YOU GET 60POINTS FOR EACH SECOND LEFT IN THE TIME LIMIT. - O FINISHING THE COURSE IN THE FASTEST - IBLE TIME IS IMPORTANT, BUT THE - EHIGHEST SCORES GO TO THE RIDERS WHO - EPERFORM THE MOST DARING STUNTS. - 0-POINT FORWARD FLIP, AND YOU'VE - EPROBABLY GOT A LOCK ON THE FIRST PLACE - O SERIOUS COMPETITORS, THE PLASTIC - ESAUCER INVENTED BY TWO - ED "FLYING DISK." - F COURSE,YOU MAY KNOW IT BY ANOTHER NAME. - RISBIE, THE DISK'S - MOST POPULAR NAME ORIGINATED AT - NIVERSITY, WHERE STUDENTS FIRST STARTEDTO - ING EMPTY PIE PLATES MADE BY THE - OMPANY ONE HUNDRED YEARS - OW MOLDED FROM LIGHT AND FLEXIBLE PLASTIC, THE FLYING DISK IS A COMMON - DSIGHT WHIRLING THROUGH THE AIR AT - GBEACHES AND PARKS EVERYWHERE IN - ALIFORNIA, AND IT'S THE PERFECT - AND TIMING TO WIND UPTHE COMPETITION IN - HE OBJECT OF THE - ETHROW ACCURATELY TO THE CATCHER AT THE - OTHER END OF THE FIELD. - EMPTS TO THROW AND - ECATCH THE DISK. - RY TO THROW THE DISK FAR ENOUGH TO - EREACH THE CATCHER STANDING AT THE - GOTHER END OF THE FIELD. - SE THE BAR AT THE BO - N TO MAKE YOUR THROW. - COLORS: RED, YE - N AREA FOR THE MOST - IPOWERFUL THROW. - AP THE JOYSTICK - JSWINGING YOUR ARM BACK. - DLE REACHES THE GR - ETHE BAR, TAP THE STICK - DLE REACHES THE GR - ETHE RIGHT SIDE OF THE BAR, TAP THE - AGAIN TO RELEASE THE DISK. * - HE DISPLAY AT THE TOP OF THE SCR - DHELPS YOU MOVE THE CATCHER TO - KINTERCEPT THE DISK AFTER IT HAS B - S THE DISK FLIES ACRO - EMOVE THE JOYSTICK - TOWARD THE POINT WHERE YOU THINK THE - O CATCH THE DISK, YOU MUST M - EWITH YOUR HANDS. - OTE THAT YOUR HANDS - ARE EXTENDED ONLY WHEN YOU'RE RU - EMPT AN OVERHEAD STANDING CATCH, - HOLD THE JOYSTICK - TO REACH UP FOR - O DIVE AFTER THE DISK, PRE - OINTS ARE AWARDED FOR THE THROW AND THECATCH. - OR THE THROW, SCORE POINTS WITH THE ACCURACY AND HEIGHT OF THE TO - HEFEWER STEPS THE CATCHER HAS TO RUN TO - T THE DISK, THE MORE POINTS ARE - FAWARDED FOR THE THROW. - OINTS ARE SCOREDFOR CATCHING THE DISK AS FO - /- 150 POINTS FOR A CATCH WHILE RU - - 250 POINTS FOR A CATCH WHILE RU - !- 250 POINTS FOR A CATCH WHILE DIVING - - 350 POINTS FOR A CATCH WHILE DIVING - !- 350 POINTS FOR A CATCH OVER YOUR HEAD. - HROWING ACCURACY IS THE KEY TO WI - ISK (OF COURSE, IT ALSO - EHELPS TO MAKE A G - O GET THE BEST PO - IBLE SCORE, THROW - THE DISK SO THE CATCHER DOESN'T HAVE TO MOVE FAR TO REACH IT, THEN MAKE A DIVINGCATCH OR AN OVERHEAD CATCH. - FTER EVERY EVENT, TROPHIES ARE AWARDED WITH THE NAMES AND SPONSORS OF THE TOP - FINISHERS IN THE ORDER THEY PLACED. - F THE PLAYERS COMPETE IN A - EVENTS, A FINAL TROPHY IS AWARDED TO THE - HAMPION OF THE GAMES BASED ON THE TOTAL NUMBER OF POINTS - HE POINTS ARE TOTALED AFTER A - N COMPLETED, AND THE PLAYER WITHTHE MOST POINTS IS THE - F AN EVENT RECORD IS BROKEN OR TIED IN ANY EVENT, - NAME OF THE RECORD-BREAKING PLAYER. - HE RECORDS ARE DISPLAYED ON THE - F A NEW RECORD IS SET - FOR AN EVENT, THE PREVIOUS RECORD IS - DERASED AND THE NEW INFORMATION APPEARS - RIGINAL DISK SUPPLIED, CRACKED, SOME - LE BUGS (GRAPHICS + CODE) REMOVED, - LEVELPACKED AND DOCUMENTS TYPED BY: -