GRAND NATIONAL 1990 Typed in by BAMBAM/ORACLE. Edited by Parasite. The Grand National is regarded as the toughest race in the world, and those who ride in it risk injury or death. Your job as jockey is to conquer the course by choosing the right horse for the conditions and riding it correctly. Running a number nationals will build up a career record, and a final award is given to the top riders. The Grand National The National has always been run at the Aintree race course near Liver- pool. The full Aintree course involves sixteen fences, all but two of which are covered twice, making a total of thirty fences. The maximum entry list to the National is forty horses, some of whom pull out before race day due the injury of illness; they can be ridden by either amateurs or professionals. The National lasts about ten minuts (although the game clock runs faster). HORSE RACING FORM: Is the measure of a horse's previous performance and is used to calculate its expected future performance. A horse had to have competed to have form, and as all horses have won a race with a value of a thousand pounds in the last year to qualify for the Grand National, all its runners have form. In the game, form is given as a zero to 25 point rating. GOING: Indicates the ground conditions. The best going is gernerally "Good", although most horses have a preference and perform best on a particular going. AGE: The older a horse gets the more probability it has of dying. BETTING (ODDS) Betting in the game is either "On The Nose" - That is, you only bet on a horse to come first or "Each Way" - where a horse finishing in the first four will receive a quarter of the Winnings. The odds have been kept simple, but a 10% betting tax is deducted, so that if you bet $10, it will be reduced to $9. If you win, your original stake will also be returned. EXAMPLE: You bet $10 on a horse at odds of 10-1. After tax $9 is betted, so that if it wins. you will get 9 x 10 = $90 + $9 (original stake) = $99 The odds will give you a guide as how to likely a horse is to win: the lower the odds, the more chance the bookmakers think it has ie. a horse with odds of 10-1 is more likely to win than a horse at 20-1. BETTING 1. Select the BET ICON. 2. The horse to be backed should be indentified with its number, by placing the Cursor on the up or down icons on the Screen keypad, you can scroll through the 40 horses. 3. When the number of the horse is known type the number of the horse into the Screen keypad using the Joystick/Mouse or Arrow Keys. Then press ENTER. 4. Then you can type in the amount you wish to bet by using the On Screen Keypad. Then press ENTER. 5. You will then be asked 1. Win or 2. Each Way. Chosse 1 or 2 by typing in on the keypad, then press ENTER. NOTE: You may only bet up to Five times. LOADING INSTRUCTIONS IMPORTANT - FOR VIRUS PROTECTION Switch computer off - leave for minimum of ten seconds - switch back on and enter disc. Amiga Insert Disc 1 & Reset, Insert Disc 2 when requested. PLAYING INSTRUCTIONS The game is split into three parts. 1. Race Report In which you plan you strategy. Buy a horse or horses for your Stable, decide which horse from your Stable you wish to ride that year, bet or sell horses in your Stable 2. The Race Ride to win! 3. Final Report Results 1. THE PRE-RACE REPORT Only ten horses are diplayed at a time - Arrows on pre-race keypad move through a list of horses. CHOOSING YOUR HORSE: When you own more than one horse, you must choose which of you horses to ride each year. THE RACE: The main race screen allows you to monitor your horse from side and over- head views. You increase your speed by cracking the whip. KEYS: PAUSING GAME: F1 = Pause (Fire Button, Left Mouse Button or Return to un-pause) F10 = Quit RACING ON SCREEN MOVE CURSOR KEYS: Up/Down Cursor Keys Speed Up Up/Down Return Jump Select Left/Right Cursor Keys Steers Horse Left/Right JOYSTICK: Up/Down Speed Up Up/Down Fire Jump Select Left/Right Steers Horse Left/Right MOUSE: Left Button Speed Up Select Right Button Jump Move Left/Right Steers Horse Left/Right RACE SCREEN DISPLAY: Bargraph Energy Level Indicator Horse Position No. Bargraph Speed Level Indicator Leading Horse No. Fence No. Indicator Course Map & Tracking Dot STEWARDS ENQUIRY Bumping other horses while racing is likely cause a Stewards' Enquiry, the result of which can range from disqualification to a career ban (which will be made at the end of the race). So beware! THE RESULTS REPORT At the end of the race you will be given the results, any gains made from backing a winning horse and any prize money due. PRIZE MONEY 1st $40,000 2nd $14,000 3rd $ 7,000 4th $ 3,000 PLAYING HINTS When riding your horse you should take into account the running style. So if your horse is a good all-rounder, you will be able to keep up a good pace all round the track. However, if you have a strong finisher, then don't tire the horse on the first lap! Refer to this list when buying your horse. NO. NAME GROUND 1 Greasepaint Good 2 Artimorval Good 3 Doorstep Good 4 Lucky Vane Firm 5 Whistling Genatap Good 6 Hallo Dandy Soft 7 Corbiere Good 8 West Tip Good 9 Drumlargen Firm 10 Eyecatcher Soft 11 Fortina's Express Good 12 Duke of Milan Good 13 Broomy Bank Firm 14 Ballinaurra Lad Good 15 Pirate Son Firm 16 Glen Fox Good 17 Kumbi Firm 18 Fox Bury Good 19 Luck Daughter Soft 20 Matty Buskins Good 21 Fethard Friend Soft 22 Rubistic Firm 23 Rockin' Berry Firm 24 Howarth Halloway Firm 25 Classified Soft 26 Mr Pepper Soft 27 Grand Ogan Soft 28 Last Suspect Firm 29 Talon Firm 30 Good Crack Good 31 Nicky Tam Firm 32 Tacroy Soft 33 Cockle Strand Soft 34 Why Forget Firm 35 Max Friendly Soft 36 Succeeded Good 37 Road Mead Soft 38 First Glance Firm 39 Derby Creek Firm 40 Terry's nag Soft There are four icons: 1. Horses Head Icon. This accesses the STABLE window at the top of the screen in Blue. This screen shows all the horses in they players possession. The player will be prompted to choose a horse from their Stable to ride that year and input the number of the horse via the numeric kaypad below the 4 icons on screen. When a horse has been chose to ride, it will be highlighted in white when the player views the main list of horses. (Top window with red text). Pressing the up/down arrows on the on-screen keypeed will reveal the horses preferred "going" and any winnings the horse may have won. 2. $ Sign Icon. This accesses the BUY/SELL window at the top of the screen in Green. The player will be prompted to input on the on-screen keypad. 1. - To buy a horse. 2. - To sell a horse. If the player selects to BUY a horse, then they must choose one within their price range (see 'cash' on main panel) and input its number, this horse will then have been added to the players Stable screen. If selling, then the above procedure is the same, but the horse will be deleted from the players Stable. When a horse has died, through exhaustion or during a fall, then its value drops to $100, the dead horse is then best sold. Pressing the up/down arrows on the on-screen keypad will reveal the 40 horses, preferred 'going' and any money they may have won in teh past. 3. Bet Icon. This accesses the bet function. The player will be prompted to input via the on-screen keypad, the number of the horse to bed on, how much they wish to bet and whether it is a 'to win' or 'each way' bet. 4. The Running Horse Icon. This loads the main race, if a player owns more thanone horse that is fit, they will have to choose a horse to ride that year, via the STABLE ICON. SPEED/ENERGY BARGRAPH LEVEL INDICATORS: The bars (meters) either side of the race screen are an indication of the horses speed and energy that the player is currently riding. SPEED METER. The top 'sectioned' quarter of the speed bar indicates the Speed of the horse when it is running flat out (this cannot be sustained for long). When the meter is in this top quarter, the energy of the horse will begin to drop very quickly. The second top quarter of the speed bar also reduces the horses energy, but not at such a drastic rate. The ideal speed for the majority of the race which conserves energy is at the top of the third quarter from the bottom of the speed 'bar'. If the speed drops into the lower bottom quarter of the speed bar, this causes the horses to stop galloping and will result in a fall at the next fence. ENERGY METER. The top 'sectioned' quarter of the energy meter is related to the form of the horse. If a horse has the highest from, then its energy will fill the whole top quarter. If a horse has an average form, then the lower half of the top sectioned quarter will be the most energy that the horse is capable of using. If the horses speed is pushed over the half way line on the speed meter, then the energy will start to drop and contin...
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