Автор: Anthony Kelly,Kiernan McEnery,Mark W. Miller,Rokneddin Shariat
Год: 1985
Издатели: New Concepts Ltd
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Описание:
SurfChamp— это уникальный симулятор спорта, выпущенный в 1985 году для ZX Spectrum 48K. Разработанный компанией New Concepts Ltd, он предоставляет игрокам возможность испытать себя в серфинге, который редко встречается в видеоиграх того времени. Игра примечательна реалистичной симуляцией условий серфинга, включая динамику волн и влияние погоды.
Игровой процесс сосредоточен на роли серфера, преодолевающего трудности различных пляжей, таких как знаменитый пляж Фистрал. Игроки должны выбирать подходящую доску и снаряжение, учитывая такие факторы, как рост, вес и погодные условия, чтобы улучшить свои результаты. Игра предлагает как тренировочный, так и соревновательный режимы, позволяя игрокам оттачивать свои навыки или соревноваться за высокие баллы.
SurfChamp включает Зал славы, где игроки могут записывать свои результаты и соревноваться за мировые рекорды. Игра побуждает игроков улучшать свои техники и стратегии, предлагая детализированную систему оценки на основе различных маневров серфинга. Включение информационного режима предоставляет новичкам основные знания о серфинге, оборудовании и терминологии.
Разработанная Н. Макмилланом и командой разработчиков, SurfChamp выделяется своим инновационным использованием возможностей ZX Spectrum, предлагая захватывающий и сложный опыт для поклонников спортивных симуляторов. Реалистичное изображение серфинга и внимание к деталям делают её запоминающимся представителем жанра.
Год: 1985
Издатели: New Concepts Ltd
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
SurfChamp— это уникальный симулятор спорта, выпущенный в 1985 году для ZX Spectrum 48K. Разработанный компанией New Concepts Ltd, он предоставляет игрокам возможность испытать себя в серфинге, который редко встречается в видеоиграх того времени. Игра примечательна реалистичной симуляцией условий серфинга, включая динамику волн и влияние погоды.
Игровой процесс сосредоточен на роли серфера, преодолевающего трудности различных пляжей, таких как знаменитый пляж Фистрал. Игроки должны выбирать подходящую доску и снаряжение, учитывая такие факторы, как рост, вес и погодные условия, чтобы улучшить свои результаты. Игра предлагает как тренировочный, так и соревновательный режимы, позволяя игрокам оттачивать свои навыки или соревноваться за высокие баллы.
SurfChamp включает Зал славы, где игроки могут записывать свои результаты и соревноваться за мировые рекорды. Игра побуждает игроков улучшать свои техники и стратегии, предлагая детализированную систему оценки на основе различных маневров серфинга. Включение информационного режима предоставляет новичкам основные знания о серфинге, оборудовании и терминологии.
Разработанная Н. Макмилланом и командой разработчиков, SurfChamp выделяется своим инновационным использованием возможностей ZX Spectrum, предлагая захватывающий и сложный опыт для поклонников спортивных симуляторов. Реалистичное изображение серфинга и внимание к деталям делают её запоминающимся представителем жанра.
SURFCHAMP
New Concepts
This game now makes available to everyone the sheer exhilaration of this
minority sport. This full feature game includes a range of new and unique
features not seen before in computer simulations.
The surfboard paddle, which sits on the keyboard of the Spectrum, models
exactly a real surfboard while the software accurately models with waves and
other conditions.
INSTRUCTIONS
The surfer's physical characteristics, his board selection, the weather, the
tide conditions and other factors all make the game different everytime the
surfers take their boards down to the beach. The surfers build up their skill
and knowledge and it is this which will ultimately determine who will become
the Surfchamp.
A unique Hall of Fame and a multitude of other small but meaningful nuances
make this game really stand out from all other sports simulations. There is a
fully illustrated information mode for beginners on a separate loading.
This simulation enhances the various difficulties incorporated in small wave
surfing and the characteristics of the famous Fistral beach. Soon new beaches
will become available to surfers who wish to follow the surfing trail all the
way to the massive Pacific rollers in Hawaii.
Sequences & Scoring
1. Menu Section
i) Personal Details
The player is asked to give personal details. It is important that these are
accurately given if a world record or national record is to be awarded since
these details must be recorded along with the record breaking score.
These details also determine the performance of the board and it is necessary
for the surfer to choose the correct board br their own height and weight.
2. Paddle Out and Wave Catch
The surfer can enter the water from the beach at any point.
Once in the water the surfer must paddle.
Oncoming waves will knock the surfer off the board if he does not porpoise or
if he porpoises at the wrong angle to the wave.
Once off the board the surfer is carried back a short distance. If the surfer
does not remount before the next wave hits then the surfer will be carried back
with the wave all the way to the beach unless action is taken to get off the
wave.
The surfer can get out more easily by avoiding as far as possible the broken
waves as it is not in this case necessary to porpoise.
The surfer must turn to catch the wave and this can only be achieved at a point
where the wave has broken. There is a sweet spot at the break point where the
surfer will get an extra push.
The surfer can belly board in and turn left or right on the wave, but if the
stand key is pressed when the wave is caught then the surfer will transfer to
the perspective view after take-off.
The surfer will lose energy during paddle out and should seriously take into
account this aspect of the game.
3. a) Practice Mode
In this mode the surfer does not lose any energy and can practice any
manoeuvre. At the end of the ride the wave will be scored. There are ten speeds
in this mode.
b) Competition Mode and Scoring
The surfer's score is displayed along with the energy units they have left.
If the surfer gets tired then his or her performance will deteriorate.
The score will be based on ten rides and the competition rules will apply. The
competition rules are displayed after the selection of surf gear.
Remember prizes are available for record scores.
4. Hall of Fame
Recorded in the Halt of Fame is the score and name of the current world
champion player.
Scores of a number of surfers can be kept in this Hall of Fame and these are
scored in a League Table order.
5. Information Mode
This section can be loaded in after the game and describes wave types,
equipment, explains surfing slang and lists and describes how the manoeuvres
are done. Some of the information in this section is relevant to the game
itself.
6. Loading instructions
1. Connect the EAR socket on your Spectrum to the EAR socket on your recorder
and ensure the MIC lead is disconnected.
2. Place the cassette tape in the recorder and rewind to the beginning.
3. Type LOAD""
4. Press PLAY on the cassette recorder.
5. Surfchamp will now appear on the screen after several seconds. If loading
is unsuccessful rewind the cassette, adjust the VOLUME control on the recorder
and try again.
7. Strategy
Selection of Surf Gear
Beginners would be well advised to select a pop- out and as regards board
length should choose a board a foot longer than their height. Advanced surfers
should choose a more advanced board to make all the manoeuvres possible and a
board 2-6 inches longer than the height they put in. Wetsuits suitable for the
sea and air temperature should be chosen. For more info on this see the
information mode.
10. Key Press
On the beach
To move right press CAPS.
To move left press 1.
To place board in water - Press the nose of the board.
Paddling out (HAND FLAT-LAYING)
To move right press CAPS.
To move left press 1.
To move straight press CAPS and 1 alternately.
To porpoise - press nose of board.
To remount - press nose of board.
To catch wave and stand press 2.
Riding (HAND RAISED - STANDING)
Board Turning:
Slow - front side
Medium - middle side
Sharp - rear side
Aerial: To turn board in air press left L right P
Hand down on back of board. Press back of board
and 9 Hand in water (slows board to stay close to the
break). Press back of board and P.
Hang 5 - Press 1 or CAPS.
Hang 10 - Press 1 and CAPS.
Wave baulk. Press back of board to avoid surfer being carried onto beach.
11. Boards Selection.
1) Pop out - for beginners.
2) Single fin custom/more manoeuverable.
3) Twin fin/slides more than single fin.
4) Two and a half fins/more subtle.
5) Three fin thruster - big wave.
Gear
1) Pod - suit with no legs and arms.
2) Summer Suit.
3) Winter Suit.
4) No Suit - for really hot conditions.
5) Leash to tie the board to surfer.
After selection press X.
Paddle Out
On paddling out the rip should be used to the player's advantage, For the extra
push needed for more advanced manoeuvres the waves should be caught at the
sweet spot. The soup should be avoided, as it is only possible to bellyboard in
it.
Competition Mode
Energy loss should be prevented as far as possible as it is only possible to
surf as long as the given amount of energy lasts. Remember that energy is being
used all the time and wipe outs make up a large part of this energy loss so be
ready to bomb out to avoid wipe outs and therefore the loss of energy.
8. ScorIng Manoeuvres Approximate.
Take-off 40
Riding the Soup 10
Riding 10-100
Bottom Turn 120
Radical Manoeuvres 100 - 200
360 240
Aerial 100
Blasting 120
Off the lip 120
Aerial Cutback 480
Re-entry 50
Re-entry & riding 100
Hang Five * 40
Hang Ten * 60
Hand Down * 40
* Time dependent score every keyboard read.
9. World Record Holder
First Printing JED STONE, 23,700 points. Winnerof
Inaugural World Championships held at Eurosurf
'85 Championships, Rossnowlagh 1 October 1985
Jed is presently the English Senior Surf Champion.
13.Place the locator on the G key.
GAME DESIGNERS: N McMillan, D. McMillan, C. MacWaters.
SURFING ADVISOR: J. Stamp.
PROGRAMMING TEAM: P. Fallon, A. Kelly, M. Miller, R. Shariat, K. McEnery.
GRAPHIC DESIGNER: D. Rohan.
New Concepts
This game now makes available to everyone the sheer exhilaration of this
minority sport. This full feature game includes a range of new and unique
features not seen before in computer simulations.
The surfboard paddle, which sits on the keyboard of the Spectrum, models
exactly a real surfboard while the software accurately models with waves and
other conditions.
INSTRUCTIONS
The surfer's physical characteristics, his board selection, the weather, the
tide conditions and other factors all make the game different everytime the
surfers take their boards down to the beach. The surfers build up their skill
and knowledge and it is this which will ultimately determine who will become
the Surfchamp.
A unique Hall of Fame and a multitude of other small but meaningful nuances
make this game really stand out from all other sports simulations. There is a
fully illustrated information mode for beginners on a separate loading.
This simulation enhances the various difficulties incorporated in small wave
surfing and the characteristics of the famous Fistral beach. Soon new beaches
will become available to surfers who wish to follow the surfing trail all the
way to the massive Pacific rollers in Hawaii.
Sequences & Scoring
1. Menu Section
i) Personal Details
The player is asked to give personal details. It is important that these are
accurately given if a world record or national record is to be awarded since
these details must be recorded along with the record breaking score.
These details also determine the performance of the board and it is necessary
for the surfer to choose the correct board br their own height and weight.
2. Paddle Out and Wave Catch
The surfer can enter the water from the beach at any point.
Once in the water the surfer must paddle.
Oncoming waves will knock the surfer off the board if he does not porpoise or
if he porpoises at the wrong angle to the wave.
Once off the board the surfer is carried back a short distance. If the surfer
does not remount before the next wave hits then the surfer will be carried back
with the wave all the way to the beach unless action is taken to get off the
wave.
The surfer can get out more easily by avoiding as far as possible the broken
waves as it is not in this case necessary to porpoise.
The surfer must turn to catch the wave and this can only be achieved at a point
where the wave has broken. There is a sweet spot at the break point where the
surfer will get an extra push.
The surfer can belly board in and turn left or right on the wave, but if the
stand key is pressed when the wave is caught then the surfer will transfer to
the perspective view after take-off.
The surfer will lose energy during paddle out and should seriously take into
account this aspect of the game.
3. a) Practice Mode
In this mode the surfer does not lose any energy and can practice any
manoeuvre. At the end of the ride the wave will be scored. There are ten speeds
in this mode.
b) Competition Mode and Scoring
The surfer's score is displayed along with the energy units they have left.
If the surfer gets tired then his or her performance will deteriorate.
The score will be based on ten rides and the competition rules will apply. The
competition rules are displayed after the selection of surf gear.
Remember prizes are available for record scores.
4. Hall of Fame
Recorded in the Halt of Fame is the score and name of the current world
champion player.
Scores of a number of surfers can be kept in this Hall of Fame and these are
scored in a League Table order.
5. Information Mode
This section can be loaded in after the game and describes wave types,
equipment, explains surfing slang and lists and describes how the manoeuvres
are done. Some of the information in this section is relevant to the game
itself.
6. Loading instructions
1. Connect the EAR socket on your Spectrum to the EAR socket on your recorder
and ensure the MIC lead is disconnected.
2. Place the cassette tape in the recorder and rewind to the beginning.
3. Type LOAD""
4. Press PLAY on the cassette recorder.
5. Surfchamp will now appear on the screen after several seconds. If loading
is unsuccessful rewind the cassette, adjust the VOLUME control on the recorder
and try again.
7. Strategy
Selection of Surf Gear
Beginners would be well advised to select a pop- out and as regards board
length should choose a board a foot longer than their height. Advanced surfers
should choose a more advanced board to make all the manoeuvres possible and a
board 2-6 inches longer than the height they put in. Wetsuits suitable for the
sea and air temperature should be chosen. For more info on this see the
information mode.
10. Key Press
On the beach
To move right press CAPS.
To move left press 1.
To place board in water - Press the nose of the board.
Paddling out (HAND FLAT-LAYING)
To move right press CAPS.
To move left press 1.
To move straight press CAPS and 1 alternately.
To porpoise - press nose of board.
To remount - press nose of board.
To catch wave and stand press 2.
Riding (HAND RAISED - STANDING)
Board Turning:
Slow - front side
Medium - middle side
Sharp - rear side
Aerial: To turn board in air press left L right P
Hand down on back of board. Press back of board
and 9 Hand in water (slows board to stay close to the
break). Press back of board and P.
Hang 5 - Press 1 or CAPS.
Hang 10 - Press 1 and CAPS.
Wave baulk. Press back of board to avoid surfer being carried onto beach.
11. Boards Selection.
1) Pop out - for beginners.
2) Single fin custom/more manoeuverable.
3) Twin fin/slides more than single fin.
4) Two and a half fins/more subtle.
5) Three fin thruster - big wave.
Gear
1) Pod - suit with no legs and arms.
2) Summer Suit.
3) Winter Suit.
4) No Suit - for really hot conditions.
5) Leash to tie the board to surfer.
After selection press X.
Paddle Out
On paddling out the rip should be used to the player's advantage, For the extra
push needed for more advanced manoeuvres the waves should be caught at the
sweet spot. The soup should be avoided, as it is only possible to bellyboard in
it.
Competition Mode
Energy loss should be prevented as far as possible as it is only possible to
surf as long as the given amount of energy lasts. Remember that energy is being
used all the time and wipe outs make up a large part of this energy loss so be
ready to bomb out to avoid wipe outs and therefore the loss of energy.
8. ScorIng Manoeuvres Approximate.
Take-off 40
Riding the Soup 10
Riding 10-100
Bottom Turn 120
Radical Manoeuvres 100 - 200
360 240
Aerial 100
Blasting 120
Off the lip 120
Aerial Cutback 480
Re-entry 50
Re-entry & riding 100
Hang Five * 40
Hang Ten * 60
Hand Down * 40
* Time dependent score every keyboard read.
9. World Record Holder
First Printing JED STONE, 23,700 points. Winnerof
Inaugural World Championships held at Eurosurf
'85 Championships, Rossnowlagh 1 October 1985
Jed is presently the English Senior Surf Champion.
13.Place the locator on the G key.
GAME DESIGNERS: N McMillan, D. McMillan, C. MacWaters.
SURFING ADVISOR: J. Stamp.
PROGRAMMING TEAM: P. Fallon, A. Kelly, M. Miller, R. Shariat, K. McEnery.
GRAPHIC DESIGNER: D. Rohan.