********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of BMX Simulator 2 Converted to etext by Neil Tomlinson. ********* BMX SIMULATOR 2 --------------- BMX Simulator is ne fo the world's best selling games, with half a million copies sold so far, and over 100 weeks in the British computer software charts to date. All the brilliant features of the original have been incorporated in BMX Simulator 2... and more too! The burms, bumps and ramps really work. Strategically devised courses, full action replay with slo-mo option. Ten new courses, two difficulty levels, up to FOUR players, customise your bikes, DIRT BIKING and QUARRY RACING scenarios... and more! THE NUMBER ONE NAME IN THE GAME CONTROLS -------- The controls are clearly displayed in the game. Press L to change the difficulty level. HINTS ----- Tap ESC at any point during a game to return to the title screen. Press S to start the race. You are then told RIDERS READY - PEDALS READY - GO! Press accelerate the instant that you are told to go - timing is vital, don't lose precious tenths of a second. Race as if you are in a real BMX championship. The burms help you turn, the rough ground slows you down. All the hills and different grade surfaces affect you as in real life. For DIRT BIKING, remember that speed is the essence, and sue the burms frequently to keep your speed up. For QUARRY RACING, you must use the momentum gained from steep downward slopes to carry you up the difficult ramps. When playing the normal game you won't be allowed to race the last course - this is only available on the difficult level. THE DIFFICULT LEVEL ------------------- Each player will be asked to select their preferred tyre width and chainwheel size before the start of the game. Narrow tyres are not as effective in turning, but give increased speed because of the reduction in drag. Small chainwheels allow snappy acceleration, but give a lower top speed. The riders can crash into each other and fall off their bikes, so be careful to avoid your opponents. David and Richard Darling first started writing computer games when they were in their early teens and still at school. They duplicated the cassettes themselves and sold them by mail order, taking small advertisements in magazines. From these beginnings David and Richard became contract programmers. They wrote and sourced games for major software houses, and many of these games were major best sellers. In October of 1986 the Darlings set up CodeMasters, their own company. From the beginning they were determined to sell only the best possible games at the lowest possible price. One title, BMX SIMULATOR, went on to become one of the world's best selling games. In less than a year, CodeMasters had a string of Top Ten hits to it's name. The company was the best selling software house in Britain. David and Richard are now 21 and 20 years old, and are determined to continue what they do best; producing top selling computer games. YOU COULD WRITE FOR CODEMASTERS CodeMasters excellence is a result of utilizing the best games programmers there are. The best programmers deserve the best rewards. If you are good enough to program for us then write to David Darling now - you won't regret it. BMX Simulator II was brought to you by... Game design Richard Darling Coding Philip and Andrew Oliver Graphics James Wilson/Bob Stevenson Music/Sound/FX David Whittaker Directors Richard and David Darling Production Mike Clark/Stew Regan Design and Illustration Nigel Fletcher This program, including code, graphics, music and artwork are the copyright of CodeMasters Software Co. Ltd and no part may be copied, stored, transmitted or reproduced in any form or by any means, hired or lent without the express permission of CodeMasters Software Co. Ltd. Made in England Published by CodeMasters Software Co. Ltd. PO Box 6, Southam, Leamington Spa, England. CV33 0SH