********* Welcome to Project 64! 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. 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 warantee of the original document, if any, that may included in this etext. No other warantees, 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 the ~California Games instructions~, converted to etext by Eero "MetalHead" Uusitalo and Forrest , merged by Cris Berneburg . CALGAM10.TXT, April 1998, etext #347# ********* INTRODUCTION "Hey, trasher! Dontcha ever wear knee pads?" "Didja see that? He caught some air on the half pipe! Radical!" Welcome to California. Home of the most radical sports in the world. Rad, bad and aggro. You're about to hit the beaches, parks and streets of the Golden State to go for trophies in everything from surfing to bike racing. CALIFORNIA GAMES(tm) gives you the hottest sports. And the most aggro competition. You even have to pick your own sponsor. So pull on those knee pads. You're about to get into the most fun you've ever had since Mom hid your skateboard. CALIFORNIA GAMES(tm) is going to take you from surf to the turf. From the pipe to the parks. Are you gonna love it, or what? We'll start you off in the heart of Hollywood, with skateboards in hot competition on the radical Half Pipe. Then we'll rocket up to San Francisco for the high-flying Foot Bag and some really wild footwork. After that, it's down to the beach for two of the coolest sports we've got in California. There's an awesome Roller Skating obstacle course, followed by the king of coastal competition, Surfing. You'll be shooting the tube and carving the biggest breakers around. Over at the dirt track, you'll pump the pedals of a BMX racing bike. And your moves had better be bad. For the grand finale, you'll go to Yosemite where you'll be flinging the fantastic Flying Disk. That's six massive events. You're gonna have your hands full. Not to mention your feet. You're about to get into the wildest games of them all...CALIFORNIA GAMES. It's only, like, the most totally awesome game in the world. OBJECTIVES CALIFORNIA GAMES is a challenge of skills for one to eight players. The object of the game is to win trophies in each individual event. Players can also compete for the top trophy in overall competition. CALIFORNIA GAMES includes six exciting events: Half Pipe Skateboard, Foot Bag, Surfing, Skating, BMX Bike Racing and Flying Disk. You can practice or compete in any single event, compete in all the events, or even set up your own competition using events that you choose yourself. Each player chooses a sponsor for the competition. You are judged on each event and a record is kept of your score. Trophies are awarded to the top scoring competitors. If you break an event record, CALIFORNIA GAMES will save your name and display it on a special high score screen. Improve your skills in each event, compete with your family and friends and become a California Champion. GETTING STARTED CALIFORNIA GAMES: Loading instructions. CBM 64/128 Disk: Type LOAD"*",8,1 and press RETURN. Plug joystick into Port 2. With the EPYX FAST LOAD Cartridge(tm): Insert disk. Press and hold C= (Commodore) key and the RUN/STOP key to load the program. CBM 64/128 Cassette: Press SHIFT and RUN/STOP keys together and press PLAY on the cassette recorder. The cassette is recorded with three events on side 1 and three events on side 2. The cassette files are sequential, if you want to play Half Pipe Skateboarding, the cassette must be rewound to a position before Half Pipe Skateboarding. The order of events is in the options menu. It may help on positioning the tape if you zero the tape counter after loading the main menu and make a note of the counter reading after each event. After completing event no. 3 insert cassette side 2, rewind and press PLAY. To abort any event whether completing or practicing press RUN/STOP and hit RESTORE. The menu will automatically be reloaded from cassette. SPECTRUM CASSETTE: Type LOAD"" and press ENTER. Press PLAY on the cassette recorder. SPECTRUM +3: Turn on computer, insert disk and press ENTER. Game will load and run automatically. AMSTRAD Cassette: Press CTRL and SMALL ENTER. Press PLAY on the cassette recorder. AMSTRAD Disk: Type RUN"DISK and press ENTER. Game will load and run automatically. ****vvv**** [ Merged text for Apple II loading. ] For Apple II computers: - Set up your Apple II computer as shown in the owner's manual. - Plug your joystick into game port (joystick optional) - Insert your CALIFORNIA GAMES disk, label side up. - Turn the computer on to load the program. - If the computer is already on, press CTRL, Open Apple, and RESET simultaneously. - At any time you may press CTRL + S simultaneously to toggle sound between the speaker and the cassette port. Apple users please note: Throughout the manual you will see instructions for joystick controls for each event. If you are using the keyboard for controls: U I O \ | / J K = < > and Open Apple = FIRE BUTTON N M , / | \ ****^^^**** STARTING PLAY When the CALIFORNIA GAMES title screen appears, press the FIRE BUTTON on your joystick to continue to the menu screen. The CALIFORNIA GAMES menu offers a choice of six options on the CBM64 and seven on the Spectrum and Amstrad. To make a selection, use your joystick to move the cursor to your choice, then press the FIRE BUTTON. You may also select an option by typing the corresponding number key. OPTION 1: Compete in All the Events Compete in all six events. The number of trophies awarded to each player is tallied as you compete, and a special trophy is awarded to the overall champion at the conclusion of the last event. You'll compete in the events in this order: Half Pipe Skateboarding, Foot Bag, Surfing, Roller Skating, BMX Bike Racing and Flying Disk. * You'll first be asked to enter your name and pick a sponsor. * Type your name and press the RETURN/ENTER key. * Use the joystick (CBM 64)/cursor keys (Spectrum/Amstrad) to move the cursor to the sponsor of your choice, then press the FIRE button to pick that sponsor. * Repeat the name and sponsor selection for each additional player up to eight (CBM 64)/four (Spectrum/Amstrad). When all the players' names and sponsors have been entered, press the RETURN/ENTER key again. * A verification screen will appear. If all the names are correct, select YES or NO with the control keys. CBM 64: Joystick - select YES and press the FIRE button or type A. If you need to make any changes select NO or type B. OPTION 2: Compete in Some Events Similar to Option 1, but you compete in the events of your choice. * Choose the event(s) a) CBM 64 - type the corresponding numbered key or move your joystick and press the FIRE button. b) SPECTRUM/AMSTRAD - move your control keys and press the FIRE button. * The events you choose will be displayed in purple (CBM 64)/yellow (Spectrum/Amstrad). * When you are finished choosing the events move the cursor to the word DONE and press the FIRE button. Spectrum/Amstrad: You will then be asked to enter your name and pick a sponsor. OPTION 3: Compete in One Event Similar to Options 1 and 2 but you compete in any single event of your choice. * CBM 64 - Choose the event by typing the corresponding numbered key or by moving your joystick and press the FIRE button. * Spectrum/Amstrad: Choose the event by moving your control keys and pressing the FIRE button. You will then be asked to enter your name and pick a sponsor. OPTION 4: Practice One Event No scores are kept during practice rounds. * CBM 64 - Choose the event by typing the corresponding numbered key or by moving your joystick by pressing the fire button. * Spectrum/Amstrad: Choose the event by moving your control keys and pressing the FIRE button. OPTION 5: View High Scores * Display the highest score recorded in all events, with the name of the player who achieved each record. * Press the FIRE button to return to the menu. OPTION 6: View Title Screen CBM 64 ONLY * Displays the title screen and credits. * Press the FIRE button to return to the menu. OPTION 6: Define Controls Spectrum/Amstrad A new options menu wull appear (selected by UP or DOWN or FIRE) OPTION 1) Define set one This allows you to select your first set of keys in this order: FIRE, UP, DOWN, RIGHT, LEFT After you have finished redefining the keys it will return to the main menu. OPTION 2) Define set two This allows you to select your second set of keys in this order: FIRE, UP, DOWN, RIGHT, LEFT After you have finished redefining the keys it will return to the main menu. OPTION 3) Define both sets This allows you to select keys for both sets. OPTION 4) Default both sets This is preset keys Set 1 UP = Q, DOWN = A, LEFT = O, RIGHT = P, FIRE = SPACE Set 2 Sinclair control OPTION 5) Main Menu Returns you to the main menu. OPTION 7: Load/Save records New Options Menu 7:1 Save high scores Allows you to save high scores to tape 7:2 Load high score Allows you to load high score from tape 7:3 Main menu Returns you to main menu THE GAMES Half Pipe Skateboarding {Epyx-style silhouette of a skateboarder} It's time to get air on the half pipe. Skateboarding is definitely an awesome event, combining strength and coordination - often with amazing results. You'll be riding a skateboard in a specially built half-pipe. You'll have a 1:15 minute time period, or three falls, to build up speed and succesfully complete stunts. Points are awarded for each stunt, and the highest score wins the event. OBJECT: The object of the half-pipe is to ride the board back and forth on the ramp, performing stunts with proper timing and execution. * Press the FIRE BUTTON to launch your board and start the event. * To gain speed, move the joystick UP when the skater is going up the side of the ramp, then move the stick DOWN when the skater is going down. * To perform a stunt, move the joystick as shown in the diagram. Pay attention to timing, because you'll fall if you move the stick too soon, too late, or if you hold it too long. After three falls, the event is over. |-- --| Tap joystick | | Tap joystick Right to start < > Left to start Aerial Turn | | Aerial Turn |-- --| Press the FIRE |- || {this is the} || --| Press the FIRE BUTTON to start< || {half pipe} || >BUTTON to start Hand Plant |-- \\ // --| Hand Plant / \\ // \ \ \\______________// / Tap stick Right to |_ / -------------- \ _| Tap stick Left start Kick Turn \ \/ to start Kick Turn * To start a kick turn, move the joystick as indicated on the diagram above. Earn maximum points by waiting until the last moment to start the turn, and holding the joystick until the moment you'd wipe out. * To start an aerial turn, tap the joystick in the direction indicated above. To perform this move succesfully, you must be in the air off the edge of the ramp before tapping the joystick. * To perform a hand plant, press and hold the FIRE BUTTON just as you reach the top of the ramp. The skater will plant his hands and flip the board over his head. Wait to release the button until the board arcs over and returns to the ramp. Earn maximum points for pressing the button at the last moment, and releasing it at the last moment. SCORING: You score points for each stunt completed succesfully. Your score increases with the amount of risk you take. For example, if you hold a turn until the last moment you get more points than if you pull out early when it's safer. Some stunts are more difficult and earn higher scores than others. Stunt Minimum Maximum Kick Turns 100 300 Hand Plants 400 700 Aerial Turns 400 999 STRATEGY: It's important to build up the right amount of speed before trying a stunt. You can gain speed by doing a "fakie". To fakie, hold the joystick up or down for the full duration of the ramp (from top to bottom). Remember that you'll wipe out if you go too fast. Above all, be sure to get plenty of practice on the half pipe. This event takes experience to get the timing down just right. Foot Bag {Silhouette of a person kicking a foot bag} This is probably the most laid back event, but don't lose your cool, it isn't easy. The Foot Bag event is like juggling with your feet. In this event you have to keep a juggling bag in the air for 1:15 minutes, without using your hands. Success is all in the timing. If you time your kicks correctly, you'll keep the bag bouncing high in the air. Score extra points by performing stunts. The highest score wins the event. OBJECT: Hacking at the sack with your feet, knees and head, you must try to make as many kicks as you can before time runs out. And remember, you get extra points for every stunt you perform. * Press the FIRE BUTTON to kick the bag into the air and start the event. * As the bag falls back toward the ground, press the FIRE BUTTON to kick again just before the bag reaches your foot. * To perform a head butt, press the FIRE BUTTON just before the bag drops below the level of your head. * Move the joystick as indicated in the diagram to control other movements. Jump /\ || Move Left <==()==> Move Right || \/ Turn Around (About face) * Several types of kicks are possible, including inside kicks, outside kicks, jumping reverse kicks, knee kicks and back kicks. * To perform different types of kicks, move to new positions underneath the bag while it's in the air. For example, move to the right so the bag will drop next to you (but not too far). Now press the FIRE BUTTON when the bag approaches and you'll perform an outside kick. * Other kicks are performed by positioning yourself in different ways. Discover the ways to perform all the kicks by trying various movements during practice. SCORING: You earn points for each stunt or kick performed successfully. More difficult stunts, like turning around while the bag is in the air, earn higher scores. You lose time if you drop the bag or kick it off the screen. You also earn points for consecutive kicks completed without allowing the bag to touch the ground. Earn bonus for catching the sack when thrown from offscreen. Here are some stunts to try by combining different kicks and moves: Any Kick: (10 pts.) Half Axle: (250 pts.) Any two kicks with a half spin in between. Full Axle: (500 pts.) Any two kicks with a full spin in between. Horseshoe: (500 pts.) Left back kick + right back kick. Jester: (2000 pts.) Left jumping kick of right jumping kick. Double arch: (2500 pts.) Left outside kick + right outside kick + left outside kick. Doda: (5000 pts.) Left outside kick + head butt + right outside kick. Off Screen Catch: (1500 pts.) STRATEGY: The more complicated kicks and stunts you can complete before time runs out, the higher your score will be. Special bonus points are awarded for variety, so use as many different stunts as you can. Surfing {Silhouette of a surfer} Surfing began as the sport of Hawaiian kings; now it rules the California coastline. From Santa Cruz to Rincon Point, surfers and their colorful boards dot the miles of sun-splashed beaches. And you're about to join them. You'll shoot the curl, shred the tube and probably even eat a little sand (when you wipe out). It's going to be hot. You'll be there. And you'll be awesome. OBJECT: Competition surfing is a game of staying near the curl of the wave and manouvering your board smoothly at high speeds. Ride the face of the wave, moving back and forth, in and out of the tube. "Use" as much of the wave as you can before your ride comes to an end. * Press the FIRE BUTTON to catch a wave and start the event. * Hold the joystick LEFT to avoid wiping out at the beginning of your ride. * To steer the board to the surfer's left, move the joystick LEFT. * To steer the board to the surfer's right, move the joystick RIGHT. * Hold the FIRE BUTTON down to make sharper turns. Note that sharp turns slow you down. * If you go too close to the bottom of the wave, you'll either wipe out or end your ride by leaving the wave. * To end your ride cleanly, go over the top of the wave. * If you go over the top and turn your board around in the air, you can catch the wave again (but you'll wipe out if you come back at a bad angle). * You'll get 1:30 minutes for the event or 4 wipeouts. You earn more points for longer rides, so try to ride each wave as long as you possibly can. SCORING: You're the scored for the length of your ride, the number of turns you make and your speed each time you turn. You also earn higher points from the judges for riding in the tube (underneath the curl of the wave), and riding near the break. "Catching air" scores extra points: ride up to the top of the wave until the end of your board clears the crest, then turn and continue your ride. STRATEGY: Your final score is based on how well you "use" the wave. Riding along straight, far out in front of the break counts for very little. Take risks. The more risks you take to do your stunts, the more points you will earn. Making cutbacks (180-degree turns), moving up and down the wave and doing 360's (complete circles) all earn high scores. Earn maximum scores for high speed turns, especially if you complete them near the top of the wave or near the break. Roller Skating {Silhouette of a skater} Roller skating is hot. Anyone can skate and almost everyone does, with a feeling of freedom unlike any other sport. And CALIFORNIA GAMES skating is as radical as you can get. The trick is to skate down a beach boardwalk without falling. You'll have to avoid cracks in the sidewalk, grass, sand, puddles of water, shoes lying in your path and more. You'll have to squat to miss flying beach balls. You'll even have to jump over missing pieces of the sidewalk! OBJECT: The object in roller skating is to avoid the obstacles and cover the course in the best possible time, with as many stunts as you can perform during the event. * Press the FIRE BUTTON to start the event. * To begin skating, roll the joystick to the UP position. Then roll the joystick to the DOWN position. Continue rolling between these two positions to gain speed. * Move the joystick as shown in the diagram to perform other skating moves. Counter Clockwise Spin (360dgr) _ <---\ Left Foot |\ --\ \ Forward Thrust \ \ | \|-----| | | | | | | |coast| | | | | | | |_____| | | / / / / <-/ / Right Foot |/ --/ Forward Thrust Clockwise Spin - (360dgr) * To squat, hold the FIRE BUTTON. * To jump, release the FIRE BUTTON * Try to avoid all the obstacles. You're allowed three falls. On the third fall you are disqualified and your race is over. SCORING: Score points for each obstacle you avoid. Earn double points for jumping over obstacles. Earn the highest scores for 360's while jumping obstacles. Avoiding Obstacles: 10-30 points Jumping Over Obstacles: 20-60 points Spinning Jump Over Obstacles: 40-120 points STRATEGY: You'll score points for each object you succesfully avoid or jump over, so be careful - speed is less important than staying on your feet. Remember that you earn points for spinning jumps over obstacles (jumping and spinning at the same time). Complicated moves lead to high scores. But be careful not to fall more than twice, or you'll be out of the competition. BMX Bike Racing {Silhouette of a BMX racer} BMX stands for Bicycle Motocross. It also stands for radical action and challenging competition. In this event, riders use strong, lightweight bicycles to race on an action-packed course in the California desert. There are plenty of jumps, bumps and dips. (Rows of low bumps are called "Whoop-ti-dos"). You'll need speed, a good sense of timing and a heavy dose of endurance. OBJECT: The object of the game is to cover the course in the fastest possible time, performing stunts and avoiding or jumping over obstacles. The fastest dare-devil rider will win the event. * Move the joystick RIGHT to start the event. * Move the joystick UP to steer left. * Move the joystick DOWN to steer right. * Move the joystick RIGHT repeatedly to increase your speed. * Press the FIRE BUTTON to jump. * Move the joystick LEFT to do a wheelie. * To begin a jump, move the joystick LEFT as you ride onto a hill or ramp. * When you're in the air, use the joystick to perform stunts: - 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 succesfully. 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 land 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 {Silhouette of a person throwing a frisbie} 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 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 the 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. ****vvv**** [ Merged text for Flying Disk Strategy and California Games Scoring. ] - 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 aggressive 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 a 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, ettc. 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 as everyday term. Parties, concerts etc. can be totally tubular. Its use is endangered by the word "awesome". (companion word: see Totally). [ BIG California Games logo omitted. ] Credits "LOUIE, LOUIE" - Copyright (C) by LIMAX MUSIC INC./AMERICAN BERRY MUSIC. (C) 1987 EPYX Inc. All rights reserved. Copyright subsists on this program. All rights of the producer reserved. Unauthorised broadcasting, diffusion, public performance, copying or re-recording, hiring, leasing, renting and selling under any exchange or repurchase scheme in any manner is prohibited. California Games is a registered trademark of EPYX Inc. Manufactured and distributed /------ /------/ \ /\ / under licence from EPYX Inc. / / / \ / \ / by U.S. Gold Ltd., Units 2/3 / / / \ / \/ Holford Way, Holford, /----- / / \/ /\ (R) Birmingham B6 7AX. / / / / / \ EPYX is a registered / / / / / \ trademark no. 1195270. /______ /______/ / / \ EPYX FAST LOAD Cartridge / is a registered trademark of / EPYX Inc. /_ ********* End Project 64 etext California Games instructions. *********