549 lines
25 KiB
Plaintext
549 lines
25 KiB
Plaintext
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Epyx presents...
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__________________________________________________________________________
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| California Games |
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Documentation by: The Doc
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Cracked by: Tom E. Hawk
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INTRODUCTION
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"Hey, thrasher! Dontcha ever wear knee pads?" "Didja see that? He caught
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some air on the half pipe! Radical!"
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Welcome to California. Home of the most radical sports in the world. Rad,
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bad and aggro. You're about to hit the beaches, parks and streets of the
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Golden State to go for trophies in everything from surfing to bike racing.
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CALIFORNIA GAMES gives you the hottest sports. And the most aggro
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competition. You even get to pick your own sponsor.
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So pull on those knee pads. You're about to get into the most fun you've had
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since Mom hid your skateboard. CALIFORNIA GAMES is going to take you from
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the surf to the turf. From the pipe to the parks. Are you gonna love it, or
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what?
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We'll start you off in the heart of Hollywood, with skateboards in hot
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competition on the radical Half Pipe. Then we'll rocket up to San Francisco
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for the high-flying Foot Bag and some really wild footwork. After that, it's
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down to the beach for two of the coolest sports we've got in California.
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There's an awesome Roller Skating obstacle course, followed by the king of
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coastal competition. Surfing. You'll be shooting the tube and carving the
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biggest breakers around.
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Over at the dirt track, you'll pump the pedals of a BMX racing bike. And
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your moves had better be bad. For the grand finale, you'll go to Yosemite
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where you'll be flinging the fantastic Flying Disk. That's six massive
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events. You're gonna have your hands full. Not to mention your feet.
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You're about to get into the wildest games of them all...CALIFORNIA GAMES.
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It's only, like, the most totally awesome game in the world.
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OBJECTIVES
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CALIFORNIA GAMES is a challenge of skills for one to eight players. The
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object of the games is to win trophies in each individual event. Players can
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also compete for the top trophy in overall competition.
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CALIFORNIA GAMES includes six exciting events: Half Pipe Skateboard, Foot
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Bag, Surfing, Skating, BMX Bike Racing, and Flying Disk. You can practice or
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compete in any single event, compete in all the events, or even set up your
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own competition using events that you choose yourself.
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Each player chooses a sponsor for the competition. You are judged on each
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event and a record is kept of your score. Trophies are awarded to the top
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scoring competitors.
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If you break an event record, CALIFORNIA GAMES will save your name and
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display it on a special high score screen. Improve your skills in each
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event, compete with your family and friends and become a California Champion.
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GETTING STARTED
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Loading Instructions:
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- Insert your CALIFORNIA GAMES disk into the disk drive with the
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label facing up in drive 1.
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- Turn the computer on.
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STARTING PLAY
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When the CALIFORNIA GAMES title screen appears, press the FIRE BUTTON on your
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joystick to continue to the menu screen. The CALIFORNIA GAMES menu offers a
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choice of six options. To make a selection, use your joystick to move the
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cursor to your choice, then press the FIRE BUTTON. You may also select an
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option by typing the corresponding numbered key.
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OPTION 1: Compete in All the Events
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Compete in all six events. The number of trophies awarded to each player is
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tallied as you compete, and a special trophy is awarded to the overall
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champion at the conclusion of the last event. You'll compete in the events
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in this order: Half Pipe Skateboard, Foot Bag, Surfing, Skating, BMX Bike
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Racing and Flying Disk.
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- You'll first be asked to enter your name and pick a sponsor.
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- Type your name on the keyboard and press the RETURN key.
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- Use the joystick to move the cursor to the sponsor of your choice,
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then press the FIRE BUTTON to pick that sponsor.
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- Repeat the name and sponsor selection for each addition player (up
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to eight). When all players' names and sponsors have been entered, press the
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RETURN key again.
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- A verification screen will appear. If all the names are correct,
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select YES with the joystick and press the FIRE BUTTON, or type A. If you
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need to make any changes, select NO or type B.
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OPTION 2: Compete in Some Events
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Similar to Option 1, but you compete in the events of your choice.
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- Choose the event(s) by typing the corresponding numbered key or by
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moving your joystick and pressing the FIRE BUTTON.
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- The events you choose will be displayed in purple.
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- When you are finished choosing the events, move the cursor to the
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word DONE and press the FIRE BUTTON.
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OPTION 3: Compete in One Event
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Similar to Option 1 and 2, but you compete in any single event of your
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choice.
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- Choose the event by typing the corresponding numbered key or by
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moving your joystick and pressing the FIRE BUTTON.
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OPTION 4: Practice One Event
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- Choose the event by typing the corresponding numbered key or by
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moving your joystick and pressing the FIRE BUTTON. No scores are kept during
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practice rounds.
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OPTION 5: View High Scores
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- Displays the highest score recorded in all events, with the name of
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the player who achieved each record.
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- Press the FIRE BUTTON to return to the menu.
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OPTION 6: View Title Screen
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- Displays the title screen and credits.
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- Press the FIRE BUTTON to return to the menu.
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THE GAMES
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HALF-PIPE SKATEBOARDING
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It's time to get air on the half pipe. Skateboarding is definitely
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an awesome event, combining strength and coordination--often with amazing
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results. You'll be riding a skateboard in a specially built half-pipe.
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You'll have a 1:15 minute time period, or three falls, to build up speed and
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successfully complete stunts. Points are awarded for each stunt, and the
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highest score wins the event.
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OBJECT: The object of the half-pipe event is to ride the board back and
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forth on the ramp, performing stunts with proper timing and execution.
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- Press the FIRE BUTTON to launch your board and start the event.
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- To gain speed, move the joystick UP when the skater is going up the
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side of the ramp, then move the joystick DOWN when the skater is going down.
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- To perform a stunt, move the joystick as shown in the diagram. Pay
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attention to timing, because you'll fail if you move the stick too soon, too
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late, or if you hold it too long. After three falls, the event is over.
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Tap joystick Tap joystick
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Right to start --------> <-------- Left to start
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Aerial Turn Aerial Turn
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Press the FIRE -------> | | <------- Press the FIRE
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BUTTON to start | | BUTTON to start
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Hand Plant \ / Hand Plant
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/ \________________/ \
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Tap stick Right to Tap stick Left
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start Kick Turn to start Kick Turn
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- To start a kick turn, move the joystick as indicated on the diagram
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above. Earn maximum points by waiting until the last moment to start the
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turn, and holding the joystick until the moment before you'd wipe out.
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- To start an aerial turn, tap the joystick in the direction
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indicated above. To perform this move successfully, you must be in the air
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off the edge of the ramp before tapping the joystick.
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- To perform a hand plant, press and hold the FIRE BUTTON just as you
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reach the top of the ramp. The skater will plant his hands and flip the
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board over his head. Wait to release the button until the board arcs over
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and returns to the ramp. Earn maximum points for pressing the button at the
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last moment, and releasing it at the last moment.
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SCORING: You score points for each stunt completed successfully. Your score
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increases with the amount of risk you take. For example, if you hold a turn
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until the last moment, you get more points than if you pull out early when
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it's safer. Some stunts are more difficult and earn higher scores than
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others.
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STUNT MINIMUM MAXIMUM
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Kick Turns 100 300
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Hand Plants 400 700
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Aerial Turns 400 999
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STRATEGY: It's important to build up the right amount of speed before trying
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a stunt. You can gain speed by doing a "fakie." To fakie, hold the joystick
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up or down for the full duration of the ramp (from top to bottom). Remember
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that you'll wipe out if you go too fast. Above all, be sure to get plenty of
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practice on the half pipe. This event takes experience to get the timing
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down just right.
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FOOT BAG
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This is probably the most laid back event, but don't lose your cool,
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it isn't easy. The Foot Bag event is like juggling with your feet. In this
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event, you have to keep a juggling bag in the air for 1:15 minutes, without
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using your hand. Success is all in the timing. If you time your kicks
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correctly, you'll keep the bag bouncing high in the air. Score extra points
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by performing stunts. The highest score wins the event.
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OBJECT: Hacking at the sack with your feet, knees and head, you must try to
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make as many kicks as you can before time runs out. And remember, you get
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extra points for every stunt you perform.
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- Press the FIRE BUTTON to kick the bag into the air and start the
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event.
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- As the bag falls back toward the ground, press the FIRE BUTTON to
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kick again just before the bag reaches your foot.
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- To perform a head butt, press the FIRE BUTTON just before the bag
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drops below the level of your head.
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- Move the joystick as indicated in the diagram to control other
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movements.
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Jump
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^
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Move Left <--- ---> Move Right
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v
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Turn Around
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(About face)
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- Several types of kicks are possible, including inside kicks,
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outside kicks, jumping reverse kicks, knee kicks and back kicks.
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- To perform different types of kicks, move to new positions
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underneath the bag while it's in the air. For example, move to the right so
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the bag will drop next to you (but not too far). Now press the FIRE BUTTON
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when the bag approaches and you'll perform an outside kick.
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- Other kicks are performed by positioning yourself in different
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ways. Discover the ways to perform all the kicks by trying various movements
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during practice.
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SCORING: You earn points for each stunt or kick performed successfully.
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More difficult stunts, like turning around while the bag is in the air, earn
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higher scores. You lose time if you drop the bag or kick it off the screen.
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You also earn points for consecutive kicks completed without allowing the bag
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to touch the ground. Earn bonus for catching the sack when thrown from
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offscreen. Here are some stunts to try by combining different kicks and
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moves:
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Any Kick: (10 pts.)
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Half Axle: (250 pts.) Any two kicks with a half spin in between.
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Full Axle: (500 pts.) Any two kicks with a full spin in between.
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Horseshoe: (500 pts.) Left back kick + Right back kick.
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Jester: (2000 pts.) Left jumping kick or right jumping kick.
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Double arch: (2500 pts.) Left outside kick + right outside kick +
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left outside kick.
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Doda: (5000 pts.) Left outside kick + head butt + right outside kick.
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Off Screen Catch: (1500 pts.)
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STRATEGY: The more complicated kicks and stunts you can complete before time
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runs out, the higher your score will be. Special bonus points are awarded
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for variety, so use as many different stunts as you can.
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SURFING
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Surfing began as the sport of Hawaiian kings; now it rules the
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California coastline. From Santa Cruz to Rincon Point, surfers and their
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colorful boards dot the miles of sun-splashed beaches. And you're about to
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join them. You'll shoot the curl, shred the tube and probably even eat a
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litte sand (when you wipe out). It's going to be hot. You'll be there. And
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you'll be awesome.
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OBJECT: Competition surfing is a game of staying near the curl of the wave
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and maneuvering your board smoothly at high speeds. Ride the face of the
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wave, moving back and forth, in and out of the tube. "Use" as much of the
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wave as you can before your ride comes to an end.
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- Press the FIRE BUTTON to catch a wave and start the event.
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- Hold the joystick LEFT to avoid wiping out at the beginning of your
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ride.
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- To steer the board to the surfer's left, move the joystick LEFT.
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- To steer the board to the surfer's right, move the joystick RIGHT.
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- Hold the FIRE BUTTON down to make sharper turns. Note that sharp
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turns slow you down.
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- If you go too close to the bottom of the wave, you'll either wipe
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out or end your ride by leaving the wave.
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- To end your ride cleanly, go over the top of the wave.
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- If you go over the top of the wave and turn your board around in
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the air, you can catch the wave again (but you'll wipe out if you come back
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down at a bad angle).
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- You get 1:30 minutes for the event or 4 wipeouts. You earn more
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points for longer rides, so try to ride each wave as long as you possible
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can.
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SCORING: You're scored for the length of your ride, the number of turns you
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make and your speed each time you turn. You also earn high points from the
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judges for riding in the tube (underneath the curl of the wave), and riding
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near the break. "Catching air" scores extra points: ride up to the top of
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the wave until the end of your board clears the crest, then turn and continue
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your ride.
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STRATEGY: Your final score is based on how well you "use" the wave. Riding
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along straight, far out in front of the break counts for very little. Take
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risks. The more risks you take to do your stunts, the more points you will
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earn. Making cutbacks (180-degree turns), moving up and down the wave and
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doing 360's (complete circles) all earn high scores. Earn maximum points for
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high speed turns, especially if you complete them near the top of the wave or
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near the break.
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ROLLER SKATING
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Roller Skating is hot. Anyone can skate and almost everyone does,
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with a feeling of freedom unlike any other sport. And CALIFORNIA GAMES
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skating is as radical as you can get. The trick is to skate down a beach
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boardwalk without falling. You'll have to avoid cracks in the sidewalk,
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grass, sand, puddles of water, shoes lying in your path and more. You'll
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have to squat to miss flying beach balls. You'll even have to jump over
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missing pieces of the sidewalk!
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OBJECT: The object in roller skating is to avoid the obstacles and cover the
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course in the best possible time, with as many stunts as you can perform
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during the event.
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- Press the FIRE BUTTON to start the event.
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- To begin skating, roll the joystick to the UP position. Then roll
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the joystick to the DOWN position. Continue rolling between these two
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positions to gain speed.
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- Move the joystick as shown in the diagram to perform other skating
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moves.
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Counter Clockwise <--\
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Spin (360 degrees) \ __ \ Left foot
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\ ___ \ \ Forward Thrust
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/ \ \ \
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|Coast| | |
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\___/ / /
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/ / /
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/ <-/ / Right foot
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Clockwise Spin __/ Forward Thrust
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(360 degrees)
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- To squat, press and hold the FIRE BUTTON.
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- To jump, release the FIRE BUTTON.
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- Try and avoid all the obstacles. You're allowed three falls. On
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the third fall you are disqualified and your race is over.
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SCORING: Score points for each obstacle you avoid. Earn double points for
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jumping over obstacles. Earn the highest scores for 360's while jumping
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obstacles.
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Avoiding Obstacles: 10 - 30 points.
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Jumping Over Obstacles: 20 - 60 points.
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Spinning Jump Over Obstacles: 40 - 120 points.
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STRATEGY: You'll score points for each object you successfully avoid or jump
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over, so be careful-- speed is less important than staying on your feet.
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Remember that you earn points for spinning jumps over obstacles (jumping and
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spinning at the same time). Complicated moves lead to high scores. But be
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careful not to fall more than twice, or you'll be out of the competition.
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BMX BIKE RACING
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BMX stands for Bicycle Motocross. It also stands for radical action
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and challenging competition. In this event, riders use strong, lightweight
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bicycyles to race on an action-packed course in the California desert. There
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are plenty of jumps, bumps and dips. (Rows of low bumps are called
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"Whoop-ti-dos.") You'll need speed, a good sense of timing and a heavy dose
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of endurance.
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OBJECT: The object is to cover the course in the fastest possible time,
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performing stunts and avoiding or jumping over obstacles. The fastest
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daredevil rider will win the event.
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- Move the joystick RIGHT to start the event.
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- Move the joystick UP to steer left.
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- Move the joystick DOWN to steer right.
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- Move the joystick RIGHT repeatedly to increase your speed.
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- Press the FIRE BUTTON to jump.
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- Move the joystick LEFT to do a wheelie.
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- To begin a jump, move the joystick LEFT as you ride onto a hill or
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ramp.
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- When you're in the air, use the joystick to perform stunts:
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- Move the stick UP to do a table top. Hold the stick as long as
|
|||
|
possible then release the joystick to put the bike down.
|
|||
|
- Move the stick DOWN to do a 360-degree turn.
|
|||
|
- Move the stick LEFT to do a backward flip.
|
|||
|
- Move the stick RIGHT to do a forward flip.
|
|||
|
- Timing is important to perform stunts and jumps. You must time the
|
|||
|
start and finish of each move to complete it successfully. If you're not
|
|||
|
back in a "centered" position by the time you land or complete your stunt,
|
|||
|
you will crash.
|
|||
|
- You're allowed one "serious" fall or three "easy" falls before
|
|||
|
you're out of the race. If you flip and fall on your head, it's a serious
|
|||
|
fall.
|
|||
|
- At the end of the course, press the FIRE BUTTON to stop. You earn
|
|||
|
bonus points for stopping on the finishing pad.
|
|||
|
|
|||
|
SCORING: Try to complete the course within the 2:00 minute time limit. The
|
|||
|
faster your time, the higher your score will be. You also get points for
|
|||
|
each stunt, with bonus points for holding stunts as long as possible. Here's
|
|||
|
a table of the minimum and maximum points awarded for each stunt:
|
|||
|
|
|||
|
STUNT MINIMUM MAXIMUM
|
|||
|
Wheelie 100 200
|
|||
|
Jump 200 400
|
|||
|
Table Top 500 1000
|
|||
|
360 Turn 1000 2000
|
|||
|
Backward Flip 1500 3000
|
|||
|
Forward Flip 3000 6000
|
|||
|
|
|||
|
STRATEGY: When you complete the course, you get 60 points for each second
|
|||
|
left in the time limit. So finishing the course in the fastest possible time
|
|||
|
is important, but the highest scores go to the riders who perform the most
|
|||
|
daring stunts. Make a 6000-point forward flip, and you've probably got a
|
|||
|
lock on the first place trophy.
|
|||
|
|
|||
|
FLYING DISK
|
|||
|
|
|||
|
To serious competitors, the plastic saucer invented by two
|
|||
|
Californians in 1947 is called a "flying disk." Of course, you may know it
|
|||
|
by another name. Originally spelled Frisbie, the disk's most popular name
|
|||
|
originated at Yale University, where students first started tossing empty pie
|
|||
|
plates made by the Frisbie Pie Company one hundred years ago. Now molded
|
|||
|
from light and flexible plastic, the flying disk is a common sight whirling
|
|||
|
through the air at beaches and parks everywhere in California, and it's the
|
|||
|
perfect challenge of skill and timing to wind up the competition in
|
|||
|
CALIFORNIA GAMES.
|
|||
|
|
|||
|
OBJECT: The object of the Flying Disk is to throw accurately to the catcher
|
|||
|
at the other end of the field. Score extra points for difficult catches.
|
|||
|
|
|||
|
- Press the FIRE BUTTON to start the event.
|
|||
|
- You get three attempts to throw and catch the disk.
|
|||
|
- Try to throw the disk far enough to reach the catcher standing at
|
|||
|
the other end of the field.
|
|||
|
- Use the bar at the bottom of the screen to make your throw. The
|
|||
|
bar has three colors: red, yellow and green. Use the green area for the
|
|||
|
most powerful throw.
|
|||
|
- Tap the joystick LEFT to start swinging your arm back. When the
|
|||
|
needle reaches the green section of the bar, tap the stick RIGHT. When the
|
|||
|
needle reaches the green section on the right side of the bar, tap the stick
|
|||
|
LEFT again to release the disk.
|
|||
|
- The display at the top of the screen helps you move the catcher to
|
|||
|
intercept the disk after it has been thrown.
|
|||
|
- As the disk flies across the field, move the joystick LEFT or RIGHT
|
|||
|
to run toward the point where you think the disk will land.
|
|||
|
- To catch the disk, you must meet it with your hands. Note that
|
|||
|
your hands are extended only when you're running or diving.
|
|||
|
- To attempt an overhead standing catch, hold the joystick UP to
|
|||
|
reach up for the disk.
|
|||
|
- To dive after the disk, press the FIRE BUTTON.
|
|||
|
|
|||
|
SCORING: Points are awarded for the throw and the catch. For the throw,
|
|||
|
score points with the accuracy and height of the toss. The fewer steps the
|
|||
|
catcher has to run to meet the disk, the more points are awarded for the
|
|||
|
throw. Points are scored for catching the disk as follows:
|
|||
|
|
|||
|
- 150 pts. for a catch while running right.
|
|||
|
- 250 pts. for a catch while running left.
|
|||
|
- 250 pts. for a catch while diving right.
|
|||
|
- 350 pts. for a catch while diving left.
|
|||
|
- 350 pts. for a catch over your head.
|
|||
|
|
|||
|
STRATEGY: Throwing accuracy is the key to winning the Flying Disk (of
|
|||
|
course, it also helps to make a good catch!). To get the best possible
|
|||
|
score, throw the disk so the catcher doesn't have to move far to reach it,
|
|||
|
then make a diving catch or an overhead catch.
|
|||
|
|
|||
|
CALIFORNIA GAMES SCORING
|
|||
|
|
|||
|
AWARDS CEREMONY
|
|||
|
|
|||
|
After every event, trophies are awarded with the names and sponsors of the
|
|||
|
top finishers in the order they placed.
|
|||
|
|
|||
|
CHAMPION CEREMONY
|
|||
|
|
|||
|
If the players compete in all six CALIFORNIA GAMES events, a final trophy is
|
|||
|
awarded to the Champion of the games based on the total number of points
|
|||
|
awarded.
|
|||
|
|
|||
|
First Place = 5 points
|
|||
|
Second Place = 3 points
|
|||
|
Third Place = 1 point
|
|||
|
|
|||
|
The points are totaled after all events have been completed, and the player
|
|||
|
with the most points is the California Champion.
|
|||
|
|
|||
|
EVENT RECORDS
|
|||
|
|
|||
|
If an event record is broken or tied in any event, CALIFORNIA GAMES saves the
|
|||
|
name of the record-breaking player. The records are displayed on the Event
|
|||
|
Records screen. If a new record is set for an event, the previous record is
|
|||
|
erased and the new information appears in its place.
|
|||
|
|
|||
|
CALIFORNIA SPOKEN HERE
|
|||
|
|
|||
|
AGGRO (a-gro) adj. if you're a dare-devilly dude you'll go "way aggro",
|
|||
|
executing agressive moves on the ramps and waves of California.
|
|||
|
|
|||
|
AWESOME (ah-sum) adj. awe-inspiring. ie. That's one awesome dude.
|
|||
|
|
|||
|
BIO (bi-o) adj. short for bionic. You've got to be superhuman with aggro
|
|||
|
moves to be known as bio.
|
|||
|
|
|||
|
DUDE (dyud) noun. BUDDY: can be used to express disbelief as in "DUDE!", or
|
|||
|
surprise, as in "DUDE!" or as a friendly greeting, as in "Hey DUDE!" Say
|
|||
|
while laughing for an attention-getting effect, ie. Duhuhuhude!
|
|||
|
|
|||
|
GNARLY (narly) adj. mind and body bendingly difficult. Waves, ramps and
|
|||
|
aggro moves can be gnarly. Then there are gnarly tests, gnarly prom dates,
|
|||
|
gnarly curfews, etc...
|
|||
|
|
|||
|
LIKE (lik) prep. insert anywhere you like, like, in any sentence, in, like,
|
|||
|
any context. Used most effectively when upset: "it's, like, geez..." Or
|
|||
|
the coolest way to use "like" is with "all" (for more description) "It's,
|
|||
|
like- I'm all - Duuude you've got sand in your jams."
|
|||
|
|
|||
|
RADICAL (raa-di-cul) adj. 1) outrageous: "Radical moves, dude!" 2) cool:
|
|||
|
"It'd be radical if you could cruise to the ramp around 5 o'clock."
|
|||
|
|
|||
|
TOTALLY (toh-tul-ly) adv. completely, entirely: something or someone is
|
|||
|
totally awesome, radical, or aggro. In California everything is totally
|
|||
|
something. (companion word: see Tubular)
|
|||
|
|
|||
|
|
|||
|
TUBULAR (tyu-byu-lar) adj. an adjective that came from the sea and has
|
|||
|
evolved into an everyday term. Parties, concerts, etc. can be totally
|
|||
|
tubular. Its use is endangered by the word "awesome". (companion word: see
|
|||
|
Totally)
|
|||
|
|
|||
|
|