California Games Version3 by Remember
- PROUDLY PRESENTS CALIFORNIA GAMES COPYRIGHT 1987 BY EPYX, INC. . CALIFORNIA GAMES ...THIS TIME WE FIXED - - EMEMBER PROUDLY PRESENTS CALIFORNIA GAMES COPYRIGHT 1987 BY EPYX, INC. - - WELCOME AGAIN TO REMEMBER RELEASE NUMBER 125... CALIFORNIA GAMES ...THIS TIME WE FIXED ANOTHER NASTY SOUNDBUG AND ONE-SIDED IT! GREETS AND THANKS TO DOC BACARDI/THE DREAMS FOR MODIFYING THE LOADER. NOTHING MORE TO ADD, RUNNING OUT OF SPACE. JACK ALIEN OF REMEMBER IN OCTOBER 2008... .. . - - - - - - - ASTLOADER ? [ - CREEN ? [ - IGHSCORES ? [ - [ - ] TO SCROLL OR [ - ] TO START - - - NTRODUCING THE GNARLIEST BUNCH OF GAMESUNDER THE SUN. - AMES INVENTED ON THE BEACHES BY SUN-BAKED BEACH BUMS WITH A FONDNESS FOR RIPPING, GRINDING, AND SHREDDING. - ITH SIX RADICALLY THRILLING EVENTS INTENDED TO BRING YOU TO THE EDGEAND BLOW YOUR MIND. - ND MAKE ADRENALIN - ALIFORNIA'S MOST PLENTIFUL NATURAL RESOURCE. - - ET READY TO SHRED THE FACE OFF AN AWESOMELY TUBULAR WAVE. - URN A "BERM" ONA - BIKE AND SPRAY UP A WALL OF DIRT. - AUNCH A FEW FEET OFF-THE-LIP WITH YOUR SKATEBOARD TUCKED HIGH. - ND WHILE YOU'REUP THERE, DANCE FOR THE CROWD. - R IF YOU'RE FEELING LIKE KICKING BACK A BIT, FLOAT A FLYING DISK, JUGGLE A FOOT BAG WITH YOUR HEELS, OR JUST SLALOM THE BOARDWALK ON SKATES. - . - UT THIS AIN'T BEACH BLANKET BINGO. - N FACT, BEFORE YOU EVEN SET FOOT ON - ALIFORNIA TURF, YOU'LL CHOOSE AN ON-SCREEN SPONSOR FROM AMONG THE HEAVIEST NAMES ON THE CIRCUIT. - HEN, HITTHE COMPETITION ROUTE. - RIZES INCLUDE TROPHIES FOR A SINGLE EVENT AND A TOP PRIZE IN OVERALL COMPETITION. - ELCOME TO A NEW STATE OF INTENSITY. * - ET "AMPED" TO SURF, SKATEBOARD ON THE HALF PIPE, BIKE - -STYLE, KICK-BACK WITH A FOOT BAG, ROLLERSKATE AND FLING THE FLYING DISK. * - ALIFORNIA'S BEACHES, PARKS, AND ITS ROUGH AND TUMBLY DESERT TURF. * - IN ENOUGH TROPHIES TO BECOME A - HAMPION. * - NE TO EIGHT PLAYERS. - T'S NOT WHETHER YOU WIN OR LOSE, BUT HOW HIGH OFF-THE-LIP YOU CAN JUMP. - ELL THE TEACHER YOU'RE SURFIN'. - TEP ON A CRACK AND BREAK YOUR BACK. - - " - ONTCHA EVER WEAR KNEE PADS?" " - E CAUGHT SOME AIR ON THE HALF PIPE! - ADICAL!" - OME OF THE MOST RADICAL SPORTS IN THE WORLD. - AD, BAD AND AGGRO. - OU'RE ABOUT TO HIT THE BEACHES, PARKS AND STREETS OF THE - TATE TO GO FOR TROPHIES IN EVERYTHING FROM SURFING TO BIKE RACING. - GIVES YOU THE HOTTEST SPORTS. - ND THE MOST AGGRO COMPETITION. - OU EVEN GET TO PICK YOUR OWN SPONSOR. - O PULL ON THOSE KNEE PADS. - OU'RE ABOUT TO GET INTO THE MOST FUN YOU'VE HAD SINCE - OM HID YOUR SKATEBOARD. - IS GOING TO TAKE YOU FROM THE SURF TO THE TURF. - ROM THE PIPETO THE PARKS. - RE YOU GONNA LOVE IT, OR WHAT? - E'LL START YOU OFF IN THE HEART OF - OLLYWOOD, WITH SKATEBOARDS IN HOT COMPETITION ON THE RADICAL - HEN WE'LL ROCKET UP TO - RANCISCO FOR THE HIGH-FLYING - AG AND SOME REALLY WILD FOOTWORK. - FTER THAT, IT'S DOWN TO THE BEACH FOR TWO OF THE COOLESTSPORTS WE'VE GOT IN - HERE'S AN AWESOME - KATING OBSTACLE COURSE, FOLLOWED BY THE KING OF COASTAL COMPETITION. - OU'LL BE SHOOTINGTHE TUBE AND CARVING THE BIGGEST BREAKERS AROUND. - VER AT THE DIRT TRACK, YOU'LL PUMP THE PEDALES OF A - ND YOUR MOVES HAD BETTER BE BAD. - OR THE GRAND FINALE, YOU'LL GO TO - OSEMITE WHERE YOU'LL BE FLINGING THE FANTASTIC - HAT'S SIX MASSIVE EVENTS. - OU'RE GONNA HAVE YOUR HANDS FULL. - OT TO MENTION YOUR FEET. - OU'RE ABOUT TO GET INTO THE WILDEST GAMES OF THEM ALL... - T'S ONLY, LIKE, THE MOST TOTALLY AWESOME GAME IN THE WORLD. - - - IS A CHALLENGE OF SKILLS FOR ONE TO EIGHT PLAYERS. - HE OBJECT OF THE GAMES IS TO WIN TROPHIES IN EACH INDIVIDUAL EVENT. - LAYERS CAN ALSO COMPETE FOR THE TOP TROPHY IN OVERALL COMPETITION. - INCLUDES SIX EXCITING EVENTS: - OU CAN PRACTICE OR COMPETEIN ANY SINGLE EVENT, COMPETE IN ALL THE EVENTS, OR EVEN SET UP YOUR OWN COMPETITION USING EVENTS THAT YOU CHOOSEYOURSELF. - ACH PLAYER CHOOSES A SPONSOR FOR THE COMPETITION. - OU ARE JUDGED ON EACH EVENT AND A RECORD IS KEPT OF YOUR SCORE. - ROPHIES ARE AWARDED TO THE TOP SCORING COMPETITORS. - F YOU BREAK AN EVENT RECORD, - WILL SAVE YOUR NAME AND DISPLAY ITON A SPECIAL HIGH SCORE SCREEN. - MPROVE YOUR SKILLS IN EACH EVENT, COMPETE WITH YOUR FAMILY AND FRIENDS AND BECOME A - HAMPION. - - - TITLE SCREEN APPEARS, PRESS THE - ON YOUR JOYSTICK TO CONTINUE TO THE MENU SCREEN. - MENU OFFERS A CHOICE OF OPTIONS. - O MAKE A SELECTION, USE YOUR JOYSTICK TO MOVE THE CURSOR TO YOUR CHOICE, THEN PRESS THE - OU MAY ALSO SELECT AN OPTION BY TYPING THE CORRESPONDING NUMBERED KEY. - OMPETE IN ALL SIX EVENTS. - HE NUMBER OF TROPHIES AWARDED TO EACH PLAYER IS TALLIED AS YOU COMPETE, AND A SPECIAL TROPHY IS AWARDED TO THE OVERALL CHAMPION AT THE CONCLUSION OF THE LAST EVENT. - OU'LL COMPETE IN THE EVENTS IN THIS ORDER: - ISK. * - OU'LL FIRST BE ASKED TO ENTER YOUR NAME AND PICK A SPONSOR. * - YPE YOUR NAME ON THE KEYBOARD AND PRESS THE - KEY. * - SE THE JOYSTICK TO MOVE THE CURSOR TO THE SPONSOR OF YOUR CHOICE, THEN PRESS THE - TO PICK THAT SPONSOR. * - EPEAT THE NAME AND SPONSOR SELECTION FOR EACH ADDITIONAL PLAYER (UP TO EIGHT). - HEN ALL PLAYERS' NAMES AND SPONSORS HAVE BEEN ENTERED, PRESS THE - KEY AGAIN. * - VERIFICATION SCREEN WILL APPEAR. - F ALL THE NAMES ARE CORRECT, SELECT - WITH THE JOYSTICK AND PRESS THE - F YOU NEED TO MAKE ANY CHANGES, SELECT - . - PTION 1, BUT YOU COMPETE IN THE EVENTS OF YOUR CHOICE. * - HOOSE THE EVENT(S) BY TYPING THE CORRESPONDING NUMBERED KEY OR BY MOVING YOUR JOYSTICK AND PRESSING THE - . * - HE EVENTS YOU CHOOSE WILL BE DISPLAYED IN PURPLE. * - HEN YOU ARE FINISHED CHOOSING THE EVENTS, MOVE THE CURSOR TO THE WORD - . - PTIONS 1 AND 2, BUT YOU COMPETE IN ANY SINGLE EVENT OF YOUR CHOICE. * - HOOSE THE EVENT BY TYPING THE CORRESPONDING NUMBERED KEY OR BY MOVING YOUR JOYSTICK AND PRESSING THE - . - HOOSE THE EVENT BY TYPING THE CORRESPONDING NUMBERED KEY OR BY MOVING YOUR JOYSTICK AND PRESSING THE - O SCORES ARE KEPT DURING PRACTICE ROUNDS. - ISPLAYS THE HIGHEST SCORE RECORDED IN ALL EVENTS, WITH THE NAME OF THE PLAYER WHO ACHIEVED EACH RECORD. * - TO RETURN TO THE MENU. - ISPLAYS THE TITLE SCREEN AND CREDITS.* - TO RETURN TO THE MENU. - - - - - T'S TIME TO GET AIR ON THE HALF PIPE. - KATEBOARDING IS DEFINITELY AN AWESOME EVENT, COMBINING STRENGTH AND COORDINATION -- OFTEN WITH AMAZING RESULTS. - OU'LL BE RIDING A SKATEBOARD IN A SPECIALLY BUILT HALF-PIPE. - OU'LL HAVE A 1 MINUTE, 15 SECONDS TIME PERIOD,OR THREE FALLS, TO BUILD UP SPEED AND SUCCESSFULLY 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 RAMP, PERFORMING STUNTS WITH PROPER TIMING AND EXECUTION. * - TO START THE EVENT. * - O GAIN SPEED, MOVE THE JOYSTICK - WHEN THE SKATER IS GOING UP THE SIDE OF THE RAMP, THEN MOVE THE STICK - WHEN THE SKATER IS GOING DOWN. * - O PERFORM A STUNT, MOVE THE JOYSTICK AS SHOWN IN THE DIAGRAM. - AY ATTENTION TO TIMING, BECAUSE YOU'LL FALL IF YOU MOVE THE STICK TOO SOON, TOO LATE, OR IF YOU HOLD IT TOO LONG. - FTER THREE FALLS, THE EVENT IS OVER. 1 2 - - - - - - - - - 1) - URN. 2) - URN. 3) - LANT. 4) - URN. * - O START A KICK TURN, MOVE THE JOYSTICK AS INDICATED ON THE DIAGRAM ABOVE. - ARN MAXIMUM POINTS BY WAITING UNTIL THE LAST MOMENT TO START THE TURN, AND HOLDING THE JOYSTICK UNTIL THE MOMENT BEFORE YOU'D WIPE OUT. * - O START AN AERIAL TURN, TAP THE JOYSTICK IN THE DIRECTION INDICATED IN THE DIAGRAM. - O PERFORM THIS MOVE SUCCESSFULLY, YOU MUST BE IN THE AIR OFF THE EDGE OF THE RAMP BEFORE TAPPING THE JOYSTICK. * - O PERFORM A HAND PLANT, PRESS AND HOLD THE - JUST AS YOU REACH THE TOP OF THE RAMP. - HE SKATER WILL PLANT HIS HANDS AND FLIP THE BOARD OVER HIS HEAD. - AIT TO RELEASE THE - UNTIL THE BOARD ARCS OVER AND RETURNS TO THE RAMP. - ARN MAXIMUM POINTS FOR PRESSING THE - AT THE LAST MOMENT, AND RELEASING IT AT THE LAST MOMENT. - : - - OU SCORE POINTS FOR EACH STUNT COMPLETED SUCCESSFULLY. - OUR SCORE INCREASES WITH THE AMOUNT OF RISK YOU TAKE. - OR EXAMPLE, IF YOU HOLD A TURN UNTIL THE LAST MOMENT, YOU GET MORE POINTS THAN IF YOU PULL OUT EARLY WHEN IT'S SAFER. - OME STUNTS ARE MORE DIFFICULT AND EARN HIGHER SCORES THAN OTHERS. - URNS 100 300 - LANTS 400 700 - URNS 400 999 - : - - T'S IMPORTANT TO BUILD UP THE RIGHT AMOUNT OF SPEED BEFORE TRYING A STUNT. - OU CAN GAIN SPEED BY DOING A "FAKIE." - O FAKIE, HOLD THE JOYSTICK UP OR DOWN FOR THE FULL DURATION OF THE RAMP (FROM TOP TO BOTTOM). - EMEMBER THAT YOU'LL WIPE OUT IF YOU GO TOO FAST. - BOVE ALL, 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 EVENT, BUT DON'T LOSE YOUR COOL, IT ISN'T EASY. - AG EVENT IS LIKE JUGGLING WITH YOUR FEET. - N THIS EVENT, YOU HAVE TO KEEP A JUGGLING BAG IN THE AIR FOR 1 MINUTE, 15 SECONDS, WITHOUT USING YOUR HANDS. - UCCESS IS ALL IN THE TIMING. - F YOU TIME YOUR KICKS CORRECTLY, YOU'LL KEEP THE BAG BOUNCING HIGH IN THE AIR. - CORE EXTRA POINTS BY PERFORMING STUNTS. - HE HIGHEST SCORE WINS THE EVENT. - : - - ACKING AT THE SACK WITH YOUR FEET, KNEES AND HEAD, YOU MUST TRY TO MAKE AS MANY KICKS AS YOU CAN BEFORE TIME RUNS OUT. - ND REMEMBER, YOU GET EXTRA POINTS FOR EVERY STUNT YOU PERFORM. * - TO KICK THE BAG INTO THE AIR AND START THE EVENT. * - S THE BAG FALLS BACK TOWARD THE GROUND, PRESS THE - TO KICK AGAIN JUST BEFORE THE BAG REACHES YOUR FOOT. * - O PERFORM A HEAD BUTT, PRESS THE - JUST BEFORE THE BAG DROPS BELOW THE LEVEL OF YOUR HEAD. * - OVE THE JOYSTICK AS INDICATED IN THE DIAGRAM TO CONTROL OTHER MOVEMENTS. - UMP - - - IGHT - - - ROUND ( - BOUT FACE) * - EVERAL TYPES OF KICKS ARE POSSIBLE, INCLUDING INSIDE KICKS, OUTSIDE KICKS, JUMPING REVERSE KICKS, KNEE KICKS AND BACK KICKS. * - O PERFORM DIFFERENT TYPES OF KICKS, MOVE TO NEW POSITIONS UNDERNEATH THE BAG WHILE IT'S IN THE AIR. - OR EXAMPLE, MOVE TO THE RIGHT SO THE BAG WILL DROP NEXT TO YOU (BUT NOT TOO FAR). - WHEN THE BAG APPROACHES AND YOU'LL PERFORM AN OUTSIDE KICK. * - THER KICKS ARE PERFORMED BY POSITIONING YOURSELF IN DIFFERENT WAYS. - ISCOVER THE WAYS TO PERFORM ALL THE KICKS BY TRYING VARIOUS MOVEMENTS DURING PRACTICE. - : - - OU EARN POINTS FOR EACH STUNT OR KICK PERFORMED SUCCESSFULLY. - ORE DIFFICULT STUNTS, LIKE TURNING AROUND WHILE THE BAG IS IN THE AIR, EARN HIGHER SCORES. - OU LOSE TIME IF YOU DROP THE BAG OR KICK IT OFF THE SCREEN. - OU ALSO EARN POINTS FOR CONSECUTIVE KICKS COMPLETED WITHOUT ALLOWING THE BAG TO TOUCH THE GROUND. - ARN BONUS FOR CATCHING THE SACKWHEN THROWN FROM OFFSCREEN. - ERE ARE SOME STUNTS TO TRY BY COMBINING DIFFERENT KICKS AND MOVES: - ICK: (10 POINTS) - XLE: (250 POINTS) - NY TWO KICKS WITH A HALF SPIN IN BETWEEN. - XLE: (500 POINTS) - NY TWO KICKS WITH A FULL SPIN IN BETWEEN. - ORSESHOE: (500 POINTS) - EFT BACK KICK + RIGHT BACK KICK. - ESTER: (2000 POINTS) - EFT JUMPING KICK OR RIGHT JUMPING KICK. - EFT OUTSIDE KICK + RIGHT OUTSIDE KICK + LEFT OUTSIDE KICK. - EFT OUTSIDE KICK + HEAD BUTT + RIGHT OUTSIDE KICK. - CREEN: (1500 POINTS) - : - - HE MORE COMPLICATED KICKS AND STUNTS YOU CAN COMPLETE BEFORE TIME RUNS OUT, THE HIGHER YOUR SCORE WILL BE. - PECIAL BONUS POINTS ARE AWARDED FOR VARIETY, SOUSE AS MANY DIFFERENT STUNTS AS YOU CAN. - - - URFING BEGAN AS THE SPORT OF - AWAIIAN KINGS; NOW IT RULES THE - ALIFORNIA COASTLINE. - OINT, SURFERS AND THEIR COLORFUL BOARDSDOT THE MILES OF SUN-SPLASHED BEACHES. - ND YOU'RE ABOUT TO JOIN THEM. - OU'LL SHOOT THE CURL, SHRED THE TUBE AND PROBABLY EVEN EAT A LITTLE SAND (WHEN YOU WIPE OUT). - T'S GOING TO BE HOT. - OU'LL BE THERE. - ND YOU'LL BE AWESOME. - : - - OMPETITION SURFING IS A GAME OF STAYING NEAR THE CURL OF THE WAVE AND MANEUVERING YOUR BOARD SMOOTHLY AT HIGH SPEEDS. - IDE THE FACE OF THE WAVE, MOVING 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 OUT AT THE BEGINNING OF YOUR RIDE. * - O STEER THE BOARD TO THE SURFER'S LEFT, MOVE THE JOYSTICK - O STEER THE BOARD TO THE SURFER'S RIGHT, MOVE THE JOYSTICK - DOWN TO MAKE SHARPER TURNS. - OTE THAT SHARP TURNS SLOW YOU DOWN. * - F YOU GO TOO CLOSE TO THE BOTTOM OF THE WAVE, YOU'LL EITHER WIPE OUT OR END 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'LL WIPE OUT IF YOU COME BACK DOWN AT A BAD ANGLE). * - OU'LL GET 1 MINUTE, 30 SECONDS FOR THE EVENT OR 4 WIPEOUTS. - OU EARN MORE POINTS FOR LONGER RIDES, SO TRY TO RIDE EACH WAVE AS LONG AS YOU POSSIBLY CAN. - : - - OU'RE SCORED FOR THE LENGTH OF YOUR RIDE, THE NUMBER OF TURNS YOU MAKE AND YOUR SPEED EACH TIME YOU TURN. - OU ALSO EARN HIGH POINTS FROM THE JUDGES FOR RIDING IN THE TUBE (UNDERNEATH THE CURL OF THE WAVE), AND RIDING NEAR THE BREAK." - ATCHING AIR" SCORES EXTRA POINTS: RIDE UP TO THE TOP OF THE WAVE UNTIL THEEND OF YOUR BOARD CLEARS THE CREST, THENTURN AND CONTINUE YOUR RIDE. - : - - OUR FINAL SCORE IS BASED ON HOW WELL YOU "USE" THE WAVE. - IDING ALONG STRAIGHT, FAR OUT IN FRONT OF THE BREAK COUNTS FOR VERY LITTLE. - HE MORE RISKS YOU TAKE TO DO YOUR STUNTS, THE MORE POINTS YOU WILL EARN. - AKING CUTBACKS (180-DEGREE TURNS), MOVING UP AND DOWN THE WAVE AND DOING 360'S (COMPLETE CIRCLES) ALL EARN HIGH SCORES. - ARN MAXIMUM POINTS FOR HIGH SPEED TURNS, ESPECIALLY IF YOU COMPLETE THEM NEAR THE TOP OF THE WAVE OR NEAR THE BREAK. - - - OLLER SKATING IS HOT. - NYONE CAN SKATE AND ALMOST EVERYONE DOES, WITH A FEELINGOF FREEDOM UNLIKE ANY OTHER SPORT. - SKATING IS AS RADICAL AS YOU CAN GET. - HE TRICK IS TO SKATE DOWN A BEACH BOARDWALK WITHOUT FALLING. - OU'LL HAVE TO AVOID CRACKS IN THE SIDEWALK, GRASS, SAND, PUDDLES OF WATER,SHOES LYING IN YOUR PATH AND MORE. - OU'LL HAVE TO SQUAT TO MISS FLYING BEACH BALLS. - OU'LL EVEN HAVE TO JUMP OVER MISSING PIECES OF THE SIDEWALK! - : - - HE OBJECT IN ROLLER SKATING IS TO AVOID THE OBSTACLES AND COVER THE COURSEIN THE BEST POSSIBLE TIME, WITH AS MANY STUNTS AS YOU CAN PERFORM DURING THE EVENT. * - TO START THE EVENT. * - O BEGIN SKATING, ROLL THE JOYSTICK TO THE - HEN ROLL THE JOYSTICK TO THE - POSITION. - ONTINUE ROLLING BETWEEN THESE TWO POSITIONS TO GAIN SPEED. * - OVE THE JOYSTICK AS SHOWN IN THE DIAGRAM TO PERFORM OTHER SKATING MOVES. - OOT - OUNTER - (360 DEGREES) - - - - - - - - - - (360 DEGREES) - OOT - ORWARD - HRUST * - O SQUAT, PRESS AND HOLD THE - . * - O JUMP, RELEASE THE - RY TO AVOID ALL THE OBSTACLES. - OU'RE ALLOWED THREE FALLS. - N THE THIRD FALL YOU ARE DISQUALIFIED AND YOUR RACE IS OVER. - : - - CORE POINTS FOR EACH OBSTACLE YOU AVOID. - ARN DOUBLE POINTS FOR JUMPING OVER OBSTACLES. - ARN THE HIGHEST SCORES FOR 360'S WHILE JUMPING OBSTACLES. - BSTACLES: 10-30 PTS - BSTACLES: 20-60 PTS - : - - OU'LL SCORE POINTS FOR EACH OBJECT YOU SUCCESSFULLY AVOID OR JUMP OVER, SO BE CAREFUL -- SPEED IS LESS IMPORTANT THAN STAYING ON YOUR FEET. - EMEMBER THAT YOU EARN POINTS FOR SPINNING JUMPS OVER OBSTACLES (JUMPING AND SPINNING AT THE SAME TIME). - OMPLICATED MOVES LEAD TO HIGH SCORES. - UT BE CAREFUL NOT TO FALL MORE THAN TWICE, OR YOU'LL BE OUT OF THECOMPETITION. - - - OTOCROSS. - T ALSO STANDS FOR RADICAL ACTION AND CHALLENGING COMPETITION. - N THIS EVENT, RIDERS USE STRONG, LIGHTWEIGHT BICYCLES TO RACE ON AN ACTION-PACKED COURSE IN THE - ALIFORNIA DESERT. - HERE ARE PLENTY OF JUMPS, BUMPS AND DIPS. ( - OWS OF LOW BUMPS ARE CALLED " - OU'LLNEED SPEED, A GOOD SENSE OF TIMING AND A HEAVY DOSE OF ENDURANCE. - : - - HE OBJECT IS TO COVER THE COURSE IN THEFASTEST POSSIBLE TIME, PERFORMING STUNTSAND AVOIDING OR JUMPING OVER OBSTACLES. - HE FASTEST DAREDEVIL RIDER WILL WIN THEEVENT. * - OVE THE JOYSTICK - TO START THE EVENT. * - OVE THE JOYSTICK - TO STEER LEFT. * - OVE THE JOYSTICK - TO STEER RIGHT.* - OVE THE JOYSTICK - REPEATEDLY TO INCREASE YOUR SPEED. * - TO JUMP. * - OVE THE JOYSTICK - TO DO A WHEELIE. * - HEN YOU'RE IN THE AIR, USE THE JOYSTICK TO PERFORM STUNTS: - - TO DO A TABLE TOP. - OLD THE STICK AS LONG AS POSSIBLE THEN RELEASE THE JOYSTICK TO PUT THE BIKE DOWN. - - TO DO A 360-DEGREE TURN. - - TO DO A BACKWARD FLIP. - - TO DO A FORWARD FLIP. * - IMING IS IMPORTANT TO PERFORM STUNTS AND JUMPS. - OU MUST TIME THE START AND FINISH OF EACH MOVE TO COMPLETE IT SUCCESSFULLY. - F YOU'RE NOT BACK IN A "CENTERED" POSITION BY THE TIME YOU LAND OR COMPLETE YOUR STUNT, YOU WILL CRASH. * - OU'RE ALLOWED ONE "SERIOUS" FALL OR THREE "EASY" FALLS BEFORE YOU'RE OUT OF THE RACE. - F YOU FLIP AND FALL ON YOUR HEAD, IT'S A SERIOUS FALL. * - T THE END OF THE COURSE, PRESS THE - OU EARN BONUS POINTS FOR STOPPING ON THE FINISHING PAD. - : - - RY TO COMPLETE THE COURSE WITHIN THE 2 MINUTES TIME LIMIT. - HE FASTER YOUR TIME, THE HIGHER YOUR SCORE WILL BE. - OUALSO GET POINTS FOR EACH STUNT, WITH BONUS POINTS FOR HOLDING STUNTS AS LONG AS POSSIBLE. - ERE'S A TABLE OF THE MINIMUM AND MAXIMUM POINTS AWARDED FOR EACH STUNT: - HEELIE 100 200 - UMP 200 400 - OP 500 1000 360 - URN 1000 2000 - : - - HEN YOU COMPLETE THE COURSE, YOU GET 60POINTS FOR EACH SECOND LEFT IN THE TIME LIMIT. - O FINISHING THE COURSE IN THE FASTEST POSSIBLE TIME IS IMPORTANT, BUT THE HIGHEST SCORES GO TO THE RIDERS WHO PERFORM THE MOST DARING STUNTS. - AKE A 6000-POINTS FORWARD FLIP, AND YOU'VE PROBABLY GOT A LOCK ON THE FIRST PLACE TROPHY. - - - O SERIOUS COMPETITORS, THE PLASTIC SAUCER INVENTED BY TWO - ALIFORNIANS IN 1947 IS CALLED "FLYING DISK." - F COURSE,YOU MAY KNOW IT BY ANOTHER NAME. - RIGINALLY SPELLED - RISBIE, THE DISK'S MOST POPULAR NAME ORIGINATED AT - NIVERSITY, WHERE STUDENTS FIRST STARTEDTOSSING EMPTY PIE PLATES MADE BY THE - OMPANY ONE HUNDRED YEARS AGO. - OW MOLDED FROM LIGHT AND FLEXIBLE PLASTIC, THE FLYING DISK IS A COMMON SIGHT WHIRLING THROUGH THE AIR AT BEACHES AND PARKS EVERYWHERE IN - ALIFORNIA, AND IT'S THE PERFECT CHALLENGE OF SKILL AND TIMING TO WIND UP THE COMPETITION IN - . - : - - HE OBJECT OF THE - ISK IS TO THROW ACCURATELY TO THE CATCHER AT THE OTHER END OF THE FIELD. - CORE EXTRA POINTS FOR DIFFICULT CATCHES. * - TO START THE EVENT. * - OU GET THREE ATTEMPTS TO THROW AND CATCH THE DISK. * - RY TO THROW THE DISK FAR ENOUGH TO REACH THE CATCHER STANDING AT THE OTHER END OF THE FIELD. * - SE THE BAR AT THE BOTTOM OF THE SCREEN TO MAKE YOUR THROW. - HE BAR HAS THREE COLORS: RED, YELLOW AND GREEN. - SE THE GREEN AREA FOR THE MOST POWERFUL THROW. * - AP THE JOYSTICK - TO START SWINGING YOUR ARM BACK. - HEN THE NEEDLE REACHES THE GREEN SECTION OF THE BAR, TAP THE STICK - HEN THE NEEDLE REACHES THE GREEN SECTION ON THE RIGHT SIDE OF THE BAR, TAP THE STICK - AGAIN TO RELEASE THE DISK. * - HE DISPLAY AT THE TOP OF THE SCREEN HELPS YOU MOVE THE CATCHER TO INTERCEPT THE DISK AFTER IT HAS BEEN THROWN. * - S THE DISK FLIES ACROSS THE FIELD, MOVE THE JOYSTICK - TO RUN TOWARD THE POINT WHERE YOU THINK THE DISK WILL LAND. * - O CATCH THE DISK, YOU MUST MEET IT WITH YOUR HANDS. - OTE THAT YOUR HANDS ARE EXTENDED ONLY WHEN YOU'RE RUNNING OR DIVING. * - O ATTEMPT AN OVERHEAD STANDING CATCH, HOLD THE JOYSTICK - TO REACH UP FOR THE DISK. * - O DIVE AFTER THE DISK, PRESS THE - . - : - - OINTS ARE AWARDED FOR THE THROW AND THECATCH. - OR THE THROW, SCORE POINTS WITH THE ACCURACY AND HEIGHT OF THE TOSS. - HEFEWER STEPS THE CATCHER HAS TO RUN TO MEET THE DISK, THE MORE POINTS ARE AWARDED FOR THE THROW. - OINTS ARE SCOREDFOR CATCHING THE DISK AS FOLLOWS: - 150 POINTS FOR A CATCH WHILE RUNNING RIGHT. - 250 POINTS FOR A CATCH WHILE RUNNING LEFT. - 250 POINTS FOR A CATCH WHILE DIVING RIGHT. - 350 POINTS FOR A CATCH WHILE DIVING LEFT. - 350 POINTS FOR A CATCH OVER YOUR HEAD. - : - - HROWING ACCURACY IS THE KEY TO WINNING THE - ISK (OF COURSE, IT ALSO HELPS TO MAKE A GOOD CATCH!). - O GET THEBEST POSSIBLE SCORE, THROW THE DISK SO THE CATCHER DOESN'T HAVE TO MOVE FAR TO REACH IT, THEN MAKE A DIVING CATCH OR ANOVERHEAD 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 ALL SIX - EVENTS, A FINAL TROPHY IS AWARDED TO THE - HAMPION OF THE GAMES BASED ON THE TOTAL NUMBER OF POINTS AWARDED. 1ST - LACE = 5 POINTS 2ND - LACE = 3 POINTS 3RD - LACE = 1 POINT - HE POINTS ARE TOTALED AFTER ALL EVENTS HAVE BEEN COMPLETED, AND THE PLAYER WITHTHE MOST POINTS IS THE - ALIFORNIA - HAMPION. - - - F AN EVENT RECORD IS BROKEN OR TIED IN ANY EVENT, - SAVES THE 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 ERASED AND THE NEW INFORMATION APPEARS IN ITS PLACE. - - - (A-GRO) ADJ. IF YOU'RE A DARE-DEVILLY DUDE YOU'LL GO "WAY AGGRO",EXECUTING AGGRESSIVE MOVES ON THE RAMPS AND WAVES OF - ALIFORNIA. - (AH-SUM) ADJ. AWE-INSPIRING, I.E. " - HAT'S ONE AWESOME DUDE." - (BI-O) ADJ. SHORT FOR BIONIC. - OU'VEGOT TO BE SUPERHUMAN WITH AGGRO MOVES TO BE KNOWN AS BIO. - (DYUD) NOUN. BUDDY: CAN BE USED TO EXPRESS DISBELIEF AS IN " - !", OR SURPRISE, AS IN " - !" OR AS A FRIENDLYGREETING, AS IN " - AY WHILE LAUGHING FOR AN ATTENTION-GETTING EFFECT, I.E. " - UHUHUHUDE!" - (NARLY) ADJ. MIND AND BODY BENDINGLY DIFFICULT. - AVES, RAMPS AND AGGRO MOVES CAN BE GNARLY. - HEN THERE ARE GNARLY TESTS, GNARLY PROM DATES, GNARLY CURFEWS, ETC... - (LIK) PREP. INSERT ANYWHERE YOU LIKE, LIKE, IN ANY SENTENCE, IN, LIKE, ANY CONTEXT. - SED MORE EFFECTIVELY WHEN UPSET: "IT'S, LIKE, GEEZ..." - R THE COOLEST WAY TO USE "LIKE" IS WITH "ALL" (FOR MORE DESCRIPTION) AS IN " - T'S, LIKE - - UUUDE YOU'VE GOT SAND IN YOUR JAMS." - (RAA-DI-CUL) ADJ. 1) OUTRAGEOUS:" - ADICAL MOVES, DUDE!" 2) COOL: " - T'D BERADICAL IF YOU COULD CRUISE TO THE RAMP AROUND 5 O'CLOCK." - (TOH-TUL-LY) ADV. COMPLETELY, ENTIRELY: SOMETHING OR SOMEONE IS TOTALLY AWESOME, RADICAL, OR AGGRO. - ALIFORNIA EVERYTHING IS TOTALLY SOMETHING. (COMPANION WORD: SEE - UBULAR) - (TYU-BYU-LAR) ADJ. AN ADJECTIVE THAT CAME FROM THE SEA AND HAS EVOLVED INTO AN EVERYDAY TERM. - ARTIES, CONCERTS, ETC. CAN BE TOTALLY TUBULAR. - TS USE IS ENDANGERED BY THE WORD "AWESOME." (COMPANION WORD: SEE - OTALLY) - - " - OUIE" COPYRIGHT BY - USIC. - OPYRIGHT 1987 BY - NC. - - - ISK ORIGINAL + DOCUMENTS SUPPLIED, CRACKED, DEBUGGED, LEVELPACKED AND DOCUMENTS TYPED BY - - - - * - HE MUSIC OF THE - HARK SEQUENCE IN THE - URFING EVENT SCREWED UP OCCASIONALLY. * - HERE WERE SEVERAL UGLY LOOKING WHITE DOTS AND LINES ON THE SCORING PICTURE IN THE - URFING EVENT. * - HERE WAS A BADLY TIMED SPLIT BETWEEN TWO AT A DIFFERENT SPEED SCROLLING AREAS AT THE UPPER HALF OF THE SCREEN IN THE - KATING EVENT. - - WWW.REMEMBER64.DE ...ENJOY... - -