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NAGANO WINTER OLYMPICS '98

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NAGANO WINTER OLYMPICS '98 Manual TABLE OF CONTENTS Page CONTROLLER 4 PLAYING THE GAME 5 OPTION MENU 7 MEMORY CARD 8 CHALLENGE MODE 8 ALPINE SKIING 9 SNOWBOARDING 11 SPEED SKATING 13 SHORTTRACK 15 BOBSLEIGH 17 LUGE 19 SKI JUMPING 21 CURLING 23 AERIALS 27 MULTIPLAY 29 Set up your PlayStationTM game console according to the instructions in its Instruction Manual. Make sure the PlayStationTM power is off before inserting or removing a com- pact disc. Insert the NAGANO WINTER OLYMPICS 98 disc and close the Disc Cover. Insert game controllers and turn on the PlayStationTM game console, Follow on-screen instructions to start a game. Thank you very much for purchasing Konami's NAGANO WINTER OLYMPICS '98 . Before playing, please read this manual carefully to ensure correct use. 3 CONTROLLER Directional buttons: Highlight a menu item. X button: Select a highlighted menu item (on most screens). Circle button: Return to the previous menu (on most screens). START button: Start the game from the Main Menu. Pause action, during an event. NOTE: Press and hold START and SELECT buttons simultaneously to reset game back to Main menu. Beware - you will lose all times and scores in the current game that you have not saved. 4 PLAYING THE GAME OLYMPICS The 13 events can be played in any order you like, Each event is cleared by meeting or exceeding the qualifying score/time. New high scores can be recorded on the Memory Card as Olympic records. CHANGE Any of the 13 events can be played over as many times as you desire. When a new record is set, it is recorded on the Records screen. RECORDS Displays the current best records and the holders of those records. OPTIONS Move the Directional buttons to select a setting you wish to change. For information about the option menu, refer to page 7. After selecting Olympic or Challenge mode you will get to choose your Nationality and enter your Name. NAME Move the cursor to the desired letters by pressing the Directional buttons left/right and enter each letter by pressing the X button. If you make a mistake, the 0 button backspaces one letter in your name. When you have finished entering your name, press the Start button, Select your desired nationality from among 16 countries with the Directional buttons and the X button. 5 Events are selected from the event select screen. Select one of the 13 events with the Directional buttons, and enter it by pressing the Start or X button. The Configuration screen shows the current Controller settings for players 1-4 in the upcoming event. After the event is completed, the Results screen shows the marks scored in the event and the current standings. The game is over for a player who fails to achieve a qualifying score/time for the event. However, by pressing the Start button while the "Continue?" message is on the screen, the player can continue to compete. Additional players can join in at this point if there are places available, If none of the participants qualify in an event, and none of the players elect to continue, the game is over and the Title screen is displayed. 6 OPTION MENU EXIT Returns you to the Title Screen. LEVEL The qualifying difficulty level can be set to Easy, Normal, or Hard. LOAD Allows records previously saved on a Memory Card such as Olympic records and personal bests for each of the events to be loaded. SAVE Allows Olympic records and personal bests for each of the events to be saved onto a Memory Card, KEY Key Config: Configure controls for each event. Select from Skiing/Board, Skating, Bobsleigh, Luge, Ski Jumping and Curling. Note: button settings cannot be configured for the Aerials event, AUDIO Switch between the sound settings Stereo and Mono. Adjust the volume level for background music and sound effects. SCREEN Allows you to adjust the screen position. ANALOG Allows you to calibrate the analog controller. RULE Allows you to adjust the rules for curling. See page 23 for details. 7 MEMORY CARDS SAVE Saves all current records onto a Memory Card. COMPARE LOAD Compares the records saved on a Memory Card with the current records in the game. and loads only records from the Memory Card that are better than those in the game. LOAD Loads all the records saved on a Memory Card into your current game, Warning: Never remove or insert Memory Cards during a Save or Load process, as there is a risk of losing data. CHALLENGE MODE In the Challenge Mode, any of the 13 events can be played over as many times as you desire. If you set a new record, the score is saved as a personal best record on the records screen. After entering the name and nationality of your athlete, you will go to the Event Select Screen. Using the Directional buttons, move the cursor to the event you wish to challenge and select it with the X button, Quitting the Challenge Mode In Challenge Mode press the START button to pause the game and display the Exit -'V screen. You will be given a choice of the three options listed below. CONTINUE Resume the game you are currently playing. EVENT SELECT Return to the Event Select Screen. EXIT CHALLENGE Return to the title Screen 8 ALPINE SKIING Downhill, Super-G, Giant Slalom [Screen] QUALIFY PLAYER'S TIME BEST TIME AT THE CHECKPOINT TIME DIFFERENCE FROM TOP RACER COUNTRY SPEED Downhill 2,923 Meters It's a race against time, but you must pass through all the gates on your way to the - goal. Ski in a crouch to increase your speed. Super-G 2,423 Meters In this event, you must strike a balance between speed and technique. Take the most C.'> direct course for a better time! Giant Slalom 1,487 Meters This complex course is full of variation and demands a high degree of turning skill. Quick turns are the key to victory. Controlling your player ACTION CONTROLLER LEFT TURN LEFT RIGHT TURN RIGHT START AND CROUCH POSITION UP USE SKIS EDGES X Description of the event * A countdown begins 10 seconds before the start signal. You can start racing any time after the clock reaches 5 seconds before the signal. You automatically begin skiing if the button has not been pressed 5 seconds after the start signal. * If you miss a gate you're disqualified. Scores for the Giant Slalom are calculated from your total time after two runs; the Downhill and Super-G are skied only once. * Skiing in a crouch position reduces air resistance, resulting in a faster speed. But, since increased speed results in sharper turns, you must try to achieve a balance. * Colliding into the netting along the course and falling will result in immediate. disqualification. * With multiple players, players compete in order, from player 1 through player 4. 10 SNOWBOARDING Giant Slalom 936 Meters [Screen] TIME COUNTRY SPEED 11 Giant Slalom 936 Meters The Giant Slalom of snowboarding requires turning agility and balance. Make the most of your -C turning techniques and push yourself to the limit The course length is 936 meters, Controlling your player ACTION CONTROLLER LEFT TURN LEFT RIGHT TURN RIGHT START AND CROUCH POSITION UP USE BOARD'S EDGES X Description of the event * Select your stance before you start. Use the Directional buttons to toggle between a "regular" stance (left foot forward) and a "goofy" stance (right foot forward). Press X to start the event. * A countdown begins 10 seconds before the start signal, You will be able to start racing anytime after the clock reaches 5 seconds before the start signal. Your athlete automatically begins boarding if the button has not been pressed 5 seconds after the start signal. * Failing to pass through all of the gates results in disqualification. Scores for the Giant Slalom are calculated from your total time after two runs. When a player is in a crouch position, air resistance is decreased, resulting in a faster speed. However, since increased speed results in sharper turns, you must try to achieve a balance. * Colliding into the netting along the course and falling will result in immediate disqualification. * With multiple players, players compete in order, from player 1 through player 4. 12 SPEEDSKATING [Screen] QUALIFY TOTAL TIME WORLD RECORD DISTANCE SPEED Speedskating 500 Meters The race length is one lap around the track plus 100 meters. Players in command of their cornering will be in command of the world! Speedskating 1,500 Meters The race length is three laps around the track plus 300 meters. Pacing yourself is the key to winning this event. Controlling your player ACTION CONTROLLER SKATE / DASH FORWARD MOVEMENT IS ACCOMPLISHED BY REPEATEDLY AND ALTERNATELY HITTING THE CIRCLE AND SQUARE BUTTONS. CORNERING TO MAKE TIGHT TURNS ON THE CORNERS, PRESS EITHER THE X OR TRIANGLE BUTTON JUST BEFORE THE TURN. REQUIRES SUBTLE TIMING. Description of the event * Two false starts results in disqualification. * Skaters change lanes every lap. Should both skaters arrive at the crossover area at the same time, the skater on the outside has the right of way. If two players collide, the player on the inside loses balance and slows down, * When three or more players are competing, the race is divided into two heats. * Just before you cross the white line is the best time to press either of the cornering buttons. 14 SHORT TRACK 500m, 1000m [Screen] PLAYER'S TIME COUNTRY STAMINA 15 Short Track 500 Meters The race length is 4.5 laps around the track. Sprint start to take the inside track! Short Track 1,000 Meters The race length is 9 laps around the track, Stamina and strategy against your opponents a are the keys to winning this event. Controlling your player ACTION CONTROLLER SKATE / DASH FORWARD MOVEMENT IS ACCOMPLISHED BY REPEATEDLY AND ALTERNATELY HITTING THE CIRCLE AND SQUARE BUTTONS. PASSING USE THE UP AND DOWN DIRECTIONAL BUTTONS TO CHANGE BETWEEN THE INSIDE AND OUTSIDE LANES. Description of the event * In short track you compete directly against other skaters, with the first person to reach the finish line the winner. Your time will be displayed, but you cannot save it on to the Memory Card. * Four opponents start simultaneously. * Two false starts results in disqualification. * If you hit the buttons repeatedly, you will lose stamina and speed. Stamina is gradually regained when the buttons are not being hit repeatedly. * It is best to skate on the inside track, but when passing another athlete you must move left or right to avoid a collision. * You must come first, second, or third to qualify. 16 BOBSLEIGH (four-man) [Screen] PLAYER'S TIME COURSE MAP COUNTRY SPEED Bobsleigh four-man Shave off as much time as possible with a fast starting sprint, smooth boarding, and skillful steering! Controlling your player STARTING THE BOBSLEIGH CONTINUOUSLY AND ALTERNATELY HIT THE 0 AND U BUTTONS TO PUSH THE SLEIGH. - - BOARDING: WHEN THE WORDS "RIDE ON" APPEAR ON THE SCREEN, YOU CAN BOARD YOUR ATHLETES BY PRESSING THE TRIANGLE OR THE X BUTTON. MAKE SURE THEY ARE ALL ON BOARD BEFORE THE SLEIGH CROSSES THE 50-METER LINE. ACTION CONTROLLER LEFT TURN LEFT RIGHT TURN RIGHT Description of the event * You have 15 seconds to start after the start signal. After 15 seconds, you will be started automatically. * Your team is disqualified if all four members have not boarded when the bobsleigh crosses the 50-meter line. * Timing begins after the sleigh crosses the 15-meter point. * Try to keep the sleigh off the walls to maintain your speed. * There is no brake control. 18 LUGE Single [Screen] TIME COURSE RECORD SPEED 19 Luge Single Experience the thrill of speeds up to 130 kph! Finishing times may differ by only 1/1000 sec- onds and winning depends on your steering dexterity Start: A power gauge increases and decreases in a cycle. Set your starting speed by pushing the Circle button in time with the gauge. Accelerate: Continuously and alternately press the Circle and Square buttons. Controlling your player ACTION CONTROLLER MOVE LEFT LEFT MOVE RIGHT RIGHT Description of the event * At the staff, carefully watch the athlete's breath (power gauge) and set your initial acceleration accordingly. * There is no brake control. Try to keep the sled from contacting the sides of the course. 20 SKI JUMPING Large Hill (K120) [Screen] QUALIFY COURSE RECORD WIND SPEED Ski Jumping (Large Hill K120) A good take-off angle is the key to a good jump. Controlling your player V ACTION CONTROLLER START CIRCLE, L1 OR R1 BUTTONS JUMP R1 OR L1 BUTTONS IN-AIR POSTURE LEFT OR RIGHT LANDING R1 OR L1 BUTTONS Description of the event * You can start after the signal changes from red to blue. If you do not start within 15 seconds, you will be automatically started. * You can determine the direction of the wind from the wind vane. * When nearing the base of the ramp, a gauge will appear on the screen. Press and hold the L1 or R1 button to make the jump angle increase. When you release the button you will jump at the selected angle. * In the air, the Directional buttons are used to maintain your left and right balance. By quickly balancing these levels, you can achieve high marks in flying posture. * You can also achieve a high score by timing the landing well, 22 CURLING [Screen] COURSE DIAGRAM PLAYER 1 STONES REMAINING curling Manipulate the stone into the center of the "house" with advanced throwing control and sweeping. Note that sweeping makes the stone travel further along the course. Coin toss: A coin toss is performed to determine which team throws first. First, players choose heads or tails. X BUTTON SETS YOUR SELECTION. CIRCLE BUTTON TOGGLES BETWEEN HEADS AND TAILS. After the selection, the coin is automatically tossed, The team that wins can choose whether to throw first or after (second). X BUTTON SETS YOUR SELECTION. CIRCLE BUTTON TOGGLES BETWEEN FIRST AND AFTER. Controlling your player CC ACTION CONTROLLER SET THROWING DIRECTION LEFT OR RIGHT THEN PRESS X SET TURN OF STONE LEFT OR RIGHT THEN PRESS X CONTROL THROWING POWER SET WITH X SWEEPING PRESS CIRCLE AND SQUARE REPEATEDLY 24 Description of the event * Curling is a competition between teams, high score wins. Here, a tournament is held between four teams, one for each player. When less than four players are compet- ing, the remaining teams will be played by the computer. * Two teams compete at a time, alternating with one throw apiece. One "end" is completed after each team throws 4 stones (B total), at which time the team that has placed a stone nearest to the center of the "house" (rings drawn on the ice surface) wins. * If neither team has a stone left in the house after all stones in an end are thrown, the result is a tie score. If the score is tied after all the ends are played, a sudden death playoff is held. * Sudden death playoff Each team throws one stone, the team whose stone is nearest the center wins. This step is repeated until one team is the victor. * Press the Triangle button after a throw to change the view point to the opposite direction. * The following settings for curling can be changed in the Options menu. - A Number of ends A maximum of 10 ends - Playoff method in a tie Sudden death or extra ends (extended play) - Free guard zone rule ON/OFF When ON, the free guard zone rule applies. This means that stones placed in this zone can not be bumped out by the other team until the first four stones in an - end have been thrown. If this rule is violated, the stone thrown is removed and the expelled stone put back in its original position. When OFF, the free guard zone rule does not apply. - Number of deliveries (stones) Can be changed to 4 or 8. Default is 4. 25 Determining points scored Example 1 The white team scores 1 point. The black team scores 0 points, because they were C unable to place a stone closer than the white team Example 2 Neither team was able to place a stone inside the house. Therefore, no points are scored. Example 3 Although, the white team was able to place two stones in the house, one is further from the center than the black team's stone and does not qualify as a point. Therefore, white earns 1 point and black 0. 26 FREE STYLE Aerials Jump name Code Difficulty bLTT (back layout tuck tuck) 3.20 bFTT (back full tuck tuck) 3.45 bLFT (back lay full tuck) 3.50 bdFF (back double full in full out) 3.55 bFTF (back full tuck full) 3.75 bLFF (back lay full full) 3.80 bdFdF (back double full in double full out 3.95 bFFF (back full full full) 4.05 bHRaL (back half landy lay) 4.225 bFdFF (back full double full full) 4.45 bHRaF (back half landy full) 4.475 bFdFdF (back full double full double full) 4.85 27 Free Style Aerials Can you come from behind to win with your last jump? Or solidify your victory? It's all in the timing! Description of the event * The level of difficulty is different according to the jump. Of course, more points can be received for a jump with a high level of difficulty, but you do not receive a good score if you make a mistake in entering the commands. Further, the same maneuver cannot be performed for both jumps. * You will have 60 seconds to practice the command inputs before you jump. Press any Directional button to end practice and start your descent. * For maximum height, which gives you more time to enter the commands, time your jump to match the player's movement. Controlling your player ACTION CONTROLLER JUMP SELECTION USE THE DIRECTIONAL BUTTONS TO SELECT YOUR TRICK FROM THE MENU, ENTER YOUR SELECTION WITH THE X BUTTON. START AFTER THE START SIGNAL PRESS ANY DIRECTIONAL BUTTON TO BEGIN YOUR DESCENT. JUMP PRESS EITHER THE L1 OR R1 BUTTON AT THE END OF THE RAMP. IN-AIR TECHNIQUE QUICKLY ENTER THE BUTTON COMMANDS LANDING IF THE COMMANDS WERE COMPLETELY ENTERED BEFORE TOUCHING DOWN, THE LANDING WILL BE SUCCESSFUL. 28 MULTI PLAY A maximum of 4 players can compete in this game. However, for 3 or more players, you must use a Multi-Tap, sold separately Four controllers can be connected to one Multi-Tap. * Equipment required FOR 2 PLAYERS 2 controllers FOR 3 OR 4 PLAYERS A controller for each player and one Multi-Tap * Connection Specifications Notes on using the Multi Tap When connecting controllers to a Multi-Tap, always connect a Controller to Port A of the Multi Tap first, followed by Ports B, C, and D. It is strongly advisable to use only Controllers packaged with your PlayStation game console or Controllers specified as suitable by Sony Computer Entertainment America. For 2 players, the Controller for player 1 is connected to Controller Port 1, and the Controller for player 2 to Controller Port 2. For 3 or 4 players, a Multi-Tap is connected either to Controller Port 1 or Controller Port 2 of the PlayStation game console, and Controllers are connected directly to the Multi-Tap's Controller Ports A, B, C, and D. When the Controller is not connected at the start, it will not be detected during the game. 29


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