Op  o  @`! #@%`')+-/13@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy{} @` / @ ` @ o / @ ǀ ɠ  @ ` ٠ @` `!a  !a!!#Ao')+-/1!3A5a79=?A!CAEGIKOQ!SUaWY[]_a!cAeagikm/sAuawyo  @`! #@%`')+-/13@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy{} @` / @ ` @ o / @ ǀ ɠ  @ ` ٠ @` `!a  !a!!#Ao')+-/1!3A5a79=?A!CAEGIKOQ!SUaWY[]_a!cAeagikm/sAuawyBERMUDA  4RACEPICS !pDESKTOP INF t RACE RSC wRACE02 PRG w2xRACEINSTDOC yT!SAVEGAMEDAT whSAVEHISTDAT wo.  4..  4ACEPICS  4ESKTOP INFt ACE RSC wACE02 PRG w2xACEINSTDOC yT!AVEGAMEDAT whAVEHISTDAT wo.  4..  4ERMUDA PC2b w%ERMUDA PC3H w%OAT1 PC2f wOAT1 PC3L wOAT2 PC2i wOAT2 PC3N wHART1 PC2l w HART1 PC3R w HART2 PC2p w%HART2 PC3V w%OMPASS PC2t w OMPASS PC3Y w INISH PC2x wINISH PC3\ wNTROA PC2| wNTROA PC3 w NTROB PC2 wNTROB PC3 wEWPORT PC2 wO(EWPORT PC3 w%O(EWPORT2PC2; w0 (EWPORT2PC3 w; (AIL PC2@ wFEAIL PC3 wMETORM PC2D wT'TORM PC3 w^'#a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 1B 02 #W 02 00 0C 03 15 0A 08 A:\*.*@ #W 00 00 0D 08 2A 0B 00 @ #W 00 00 0E 09 2A 0B 00 @ #W 00 00 0F 0A 2A 0B 00 @ #M 00 01 00 FF A FLOPPY DISK@ @ #M 00 02 00 FF B FLOPPY DISK@ @ #T 07 02 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ X(DDD$D_l Desk File Run Bermuda Race II --------------------123456 Quit Restore Game Save Game Sailing Instructions Pointers Bermuda Race IIBERMUDA RACE II----------------------------------------Copyright 1985, 1986, 1987 by Gordon MattoxAtari Versions by Carl ConnellOKINTRODUCTION TO SAILING1. The Boat2. Sails3. The Compass4. Basic Sailing5. Navigation6. Return to Main Menu----------------------------------------DESCRIPTION & POINTERS----------------------------------------1. Race Description2. Commands3. Sail Management4. Sailing Performance5. Centerboard Operation6. Return to Main Menu Before we learn how to sail, we first must learn a few nautical terms.There are many types of boats but we will just deal with sailboats. (This is a sailboat race.........remember?) Again, there are numeroustype of sailing vessels which are rigged differently to carry differentThe BoatCONTINUEarrangements of sails. The most commontypes of sailing rigs are as follows:Sloop - one mast forward of midships;Ketch - two masts, larger one foward;Yawl - two masts, smaller aft of wheel;Schooner - two or more masts;Cutter - one mast amidships;CONTINUECatboat -one mast far forward, one sail.The boat you will use for the race willbe a Sloop!CONTINUECONTINUENotice that the 'SLOOP' has one mast.CONTINUEa Schooner has two or more masts.CONTINUEThe Ketch and Yawl have two masts, and;The Ketch and Yawl have two masts, and;A centerboard is a movable keel thatmay be adjusted up or down foroptimum boat speed and performance.CONTINUE The sideward wind force on the sailscauses the boat to 'heel' over to someangle off vertical. The keel carriesand decrease the angle of heel. The boatis not blown sideways because the keel(centerboard) extends deep into the water and additional weight to increase stabilitystops most sideward motion.CONTINUEHowever, not all the motion is removedand this is known as 'leeway.'do not have centerboards; whereas, yourboat will. Proper use of the centerboard(CB) will allow you to increase your speed downwind Most modern-day, ocean-racing boats(CB up) or increase yourpointing ability to windward (CB down).CONTINUECONTINUEThe front end of the boat is the bowand the opposite end is the stern.CONTINUEFacing the bow, port is to your leftand starboard is to your right.CONTINUEWhen the wind is on your starboard side, the wind causes the boom andsails to go towards the port side.CONTINUE The side of the boat that the windblows toward is known as the 'windward''leeward' side.side. The other side is calledCONTINUEWhen the starboard side is to windward,the boat is on a 'starboard tack.'CONTINUEWhen the port side is to windward,the boat is on a 'port tack.'CONTINUEWhich is the windward side ?PORTSTARBOARDYES! Port is the windward side.CONTINUESorry, the port side is to windward!CONTINUE Sails collect wind and drive thesailboat foward thru the water. Mostsails today are made of lightweight syn-thetic materials, and come in a varietyof shapes, colors and sizes. Sails are controlled with lines.(There are no 'ropes' on boats, onlylines.SailsCONTINUE The halyard is the line used to haulthe sail up the mast. It is attachedto the 'head' of the sail. 'Sheets'are lines used to adjust sail tension.They are attached to the sail 'clew.'CONTINUECONTINUEThe two most common sails are the mainsail and the jib (also calledthe foresail).CONTINUEThe leading edge of the sail iscalled the 'luff.' The trailing edgeof the sail is called the 'leech.' The bottom edge of the sail is called the 'foot.'CONTINUE Compass headings are very importantto the yachtsman, pilot or even theadventurer lost on the Amazon! The mostcommon type of compass is the magneticcompass, which is simply a small barmagnet attached to a compass card.CompassCONTINUEwill align itself with the earth'smagnetic field and will point to'magnetic north.' The bar magnet, if free to swing,CONTINUECONTINUEA compass is divided into 360degrees as shown above. Note thatEAST is 90 degrees and SOUTH is 180 degrees.CONTINUEWEST is how many degrees?360ENTER THREE DIGITS:___999YES, that's right! You've got it!CONTINUELook again, WEST is 270 degrees.CONTINUENorth is 360 or 0 degrees.CONTINUE A compass heading for a boat is thedirection the boat is pointing. Forexample, a boat that is heading EAST issteering a compass course of 090 degrees. In real life, there is a difference between 'true course' and'magnetic course.' Your compass mightbe very accurate on certain headings,CONTINUEdifference is known as 'deviation.'The magnetic north pole of the earthis also different than the true northpole. The compass reads only magneticnorth, which causes the compass tohave a second error.....'magneticvariation!'CONTINUEand slightly off on others. ThisIn this game we have a special compassthat has no 'deviation' and auto-matically adjusts for 'magnetic variation!' So.... the course you steeris a true course!CONTINUE A sailboat moves forward thru thewater due to the wind force on the sails.One of the most important aspects ofsailing is to be continually aware of wind direction. A sailboat cannot movedirectly into the wind. (Unless you runyour engine -- which is illegal in a race!)Basic SailingCONTINUE A sailboat must sail a certain angle off the wind. This angle variesfrom boat to boat and also varies depending on sea, wind, and other conditions.CONTINUECONTINUE The wind blows from a certain heading. If the wind blows from theWest, it blows from West to East and isdescribed as 'wind direction = 270degrees.'CONTINUEThe wind from 270 degrees is shown above.CONTINUEA boat heading 360 degrees is shown. The angle between the boat'sCONTINUEheading and wind direction is 'sailing angle.' The true wind is not the wind thatthe boat 'feels.' The boat responds to'apparent wind.' This apparent wind isbased on the boat's speed and relativeangle off the wind. In this race, we CONTINUEwill use a 'relative wind' which is thedifference between true wind and theboat's heading.The relative wind angle shown above is: 360 - 270 = 90 degrees!CONTINUENow the wind is from 315 degrees.CONTINUEWhat is the relative wind angle now?360ENTER THREE DIGITS:___999That's right! Stay with it!CONTINUETry again... 360 - 315 = 45. The relative wind angle is 45 degrees.CONTINUE The points of sail are determinedby the relative wind angle: RELATIVE POINTS WIND ANGLE OF SAILCONTINUE 0-33 degrees luffing 33-60 degrees pointing 60-90 degrees close reach 90 degrees beam reach 90-140 degrees broad reach 140-180 degrees running When the relative wind is 33-90degrees, you are sailing to windward.the wind, the sails will start to quiver.When the relative wind angle is 90-180degrees, you are sailing downwind.CONTINUE As the boat heads more directly intoThis is known as 'luffing.' The sail luffs when the boat's heading off the wind becomes too small. To fill the sails with wind to getWhen the sails luff they are not filled with wind, and are not driving the boat.CONTINUEThis makes the boat's speed 0.the boat moving again, you must'fall off!' This means 'fall off' the wind, not fall off the boat! Turn the Sails are constantly adjustedboat away from the wind to fill the sails again.CONTINUE(trimmed) to prevent luffing and optimize boat speed. If the sails are not properlytrimmed, the sails may luff when thethe boat will not point without luffing.relative wind angle is greater than 33degrees. In this race one cannot trimCONTINUEsails, so when sail area is decreased, Now that you have a basic understand-ing as to how a sailboat moves, it isimportant to learn how to get from oneport to the next. So... let's look at a chart. (Noticeit's 'chart' not 'map!'NavigationCONTINUECONTINUENotice the numbers along the borders. The numbers are a measure ofCONTINUElatitude and longitude.Latitude is measured either North or South of the equator (0 degrees).CONTINUELatitude can be 0 to 90 degrees North or 0 to 90 degrees South.CONTINUELongitude is measured East or West of Greenwich, England CONTINUE(Prime Meridian).Notice that the true course to Bermuda is 148 degrees. Total distanceCONTINUEto Bermuda is 635 miles. The object in this Bermuda racesimulation is to sail an 80' "maxi"racing sailboat from Newport, RI toBermuda. Your goal is to sail thatthe existing records.Race DescriptionCONTINUEdistance, about 635 miles, faster than When you make your first move in thesimulation, you will see a chart of theNewport area. From that time, you will have 20 seconds to choose a heading tosteer your boat across the starting line.One hour elapses for each move you make, except at the start and end of the race when each turn adds .25 HR. toa players total elapsed time. When you get fairly close to thefinish line, you will see a detailedCONTINUEchart of the Bermuda area. Be careful!Don't run aground on the reefs West ofthe finish line. Check your progress often during the race.This is the rhumb (direct) line course to Bermuda.CONTINUE After each move, a status report is updated. You should follow the changesin windspeed and direction very care-fully! It is important to watch the of sail set.CONTINUEwindspeed, so you have the right amount Watch the wind direction so you don't luff. Keep an eye on the center-board position also. The following pages describe themethod of issuing commands to managethe sailboat during the race. You will learn how to steer the sailboat, adjustof sail set.CommandsCONTINUEthe centerboard and change the amount To steer the sailboat, point and click the mouse in the desired direction on the slider arrows fora one degree change in either direction.CONTINUEOr as with all sliders, you may dragthe slider control box in either direction any amount. Or click on eitherside of the control slider for a 10degree change.180CONTINUE The sail and centerboard are managed in the same manner as thesteering of the boat. The slider isused to adjust the input commandand the new setting is indicated. The slider on the left show the centerboard all the way down,i.e. in the 5th position. 0 would be all the way up. The slider for the 5sail ranges from 0 to 2500 sq. ft. Separate dialogs are provided forcontrolling the sail, the centerboardand the direction of the boat. The 'Status Report' displays the informationto control the direction of the boat.CONTINUEon the management of the boat and is used The dialogs for sail management andcontrolling the centerboard provide key information for making the changeand selectors to return to the statusCONTINUEreport or to the chart. Sail management should be one of your most important concerns. A largeracing boat such as 'Nirvana' (which seta new Bermuda record of 62 hrs. and 2925 different sails.Sail ManagementCONTINUEmin. in 1982) carries on board at least You can't change different sails in this race...only total sail area set!When you begin the Bermuda race, yourboat will have 2000 sq. ft. of sail set.at any time is 2500 sq. ft.CONTINUEThe maximum sail area that can be set You will have an additional 2000 sq.ft. of sail in reserve. If you try to set more than 2500 sq. ft. of sail, you will simply lose the amount over 2500out' during the race, will be lost forthe entire race!CONTINUEsq. ft. Any sail that you have 'blow- To avoid 'blowing out' sail, checkthe maximum amount of sail area allowedfor the prevailing windspeed, and decrease your sail area as appropriate.CONTINUE1. Windspeed vs Boatspeed2. Boatspeed vs Relative Wind Angle3. Windspeed vs Maximum Sail AreaSailing PerformanceCONTINUE4. Windspeed vs Luff AngleCONTINUE 30 15.4 40 12.0 50 9.3 70 4.1 20 14.0 15 11.6 10 8.9 5 4.7 (knots) (knots) Windspeed BoatspeedWindspeed vs BoatspeedWith maximum sail area set and center-board in the full down position.CONTINUE 13.2 90 12.1 130 9.3 180 11.8 60 10.2 45 8.5 33 (knots) (degrees) Boatspeed Wind AngleBoatspeed vs Relative WindThese boatspeeds are for a truewindspeed of 20 knots. RelativeCONTINUE 44 1500 51 1000 69 500 89 250 37 2000 UP TO 33 2500 (knots) (sq. ft.) Windspeed Sail AreaWindspeed vs Maximum Sail Area MaximumCONTINUE 50 40 60 46 70 52Luff angles shown above assume that you 40 36 30 33 (knots) (degrees) Windspeed AngleWindspeed vs Luff Angle Luffhave reduced sail area at higher wind-speeds and that the centerboard is fulldown. The centerboard has five positions:full up, 1/4, 1/2, 3/4, and full down.Centerboard OperationCONTINUE Centerboard full down ---------------------Boatspeed decreases; boat sails betterto windward; less significant 'leeway'.(not blown off course easily)During the simulation, select center-CONTINUE Centerboard full up -------------------Boatspeed increases; boat can't sail to windward; more significant 'leeway'.(more easily blown off course)board dialog to find the luff angle fordifferent centerboard positions.21If the second player is the computer,human or the computer?If two players, is the second playerBermuda Race II Selectionsshould the computer go first or second:Select the number of players:SecondFirstEXITOKSelect the degree of difficulty:12345EasiestHardestFast or slow play:SlowFastComputerHumanPlayer #1 Registration----------------------@___________Name of Yacht:____________XXXXXXXXXXXX@___________Captain:____________XXXXXXXXXXXX010187Date:__/__/__999999EXITOKPlayer #2 Registration----------------------@___________Name of Yacht:____________XXXXXXXXXXXX@___________Captain:____________XXXXXXXXXXXX010187Date:__/__/__999999EXITOKComputer Registration----------------------Computer Name of Yacht:____________XXXXXXXXXXXXChip Captain:____________XXXXXXXXXXXX010187Date:__/__/__999999EXITOK The race is about to begin! The start of the Bermuda Race is Race StartCONTINUEnear Brenton Reef Light off of Newportin Rhode Island Sound. The boat are maneuvering for position! As soon asyour boat to the correct heading tothe countdown starts, begin to steercross the starting line.CBSAILCHARTOKEXITYACHT:on a200REPORT forYACHTNAMEXXX200Wind direction(degrees):Wind Speed(knots):14Rel Wind Angle(degrees):Luff Angle(degrees):033Boat's Speed(knots):22tackShip's Heading(degrees):Elapsed Time(hr.):12.25True Course(degrees):148Distance(miles):645Messages: __________________________________Sail Set(sq.ft.):2000CB Position:full downWave Height(ft.):11PORT080BOTTOM TOP SLOWFASTOKCenterboard Position:YACHT:YACHTNAMEXXXfull downRel Wind Angle:Luff Angle:080033OKYACHT:YACHTNAMEXXXSail in Reserve:Sail Area Set:20002000Maximun Sail Areafor wind speed:200025Wind Speed:,CBREPORTOKSAIL200CAPTNAMEXXXXXXXXElapsed time =25.25hr.Boatspeed =22knots on atackWind speed =27knots from210relativeSTBD056BOTTOM TOP Your on a course of9The start of the race is in 20 seconds!Wind =19knots from210200OK32767OKSelect the "seed" for the game. Vary the game with a different seed. Repeat a game by selecting the sameseed. The seed is for the random number function.**** Historical Hall of Fame ****YachtTimeYearLength---------------------------------Tamerlane132H1906 38 FTHighland Light 71H 36M1932 62 FTBolero 70H 12M1956 72 FTOndine 67H 52M1962 62 FTNirvana 62H 29M1982 81 FT**** Player's Hall of Fame ****NameYachtTimeDate---------------------------------------TEXT TEXT 999H99M01/01/87TEXT TEXT 999H99M01/01/87TEXT TEXT 999H99M01/01/87TEXT TEXT 999H99M01/01/87TEXT TEXT 999H99M01/01/87 OK gst u~    S\] ^gh              e n o    * 3 4       W ` a                 6?@   ^gh irs   "IRS u~      s|} ~ &/0 [de   PYZ }  9BC              !V!_!` !!! !!! 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(nGVfJL8N^NuNVHBGBF`B@0HH@B@H@мc @0@RF|eRyc&09c&|mByc&0yc&c0B@0HJLN^NuNVH3c>.|?`a~SGJGfatJLN^NuNVHN4BW/<FaN=X>/<FaN=X>/<FaN=X n2n B*n`&HHмa& @g H| `HRJf> /.N@,XJL N^Nu Stack Overflow$C runtimeCON:LST:a:[1][ Please change resolution |to medium or high and restart][OK][1][ | Resource file not on disk! | ][OK][1][ | Picture files not on disk! | ][OK]I2 L L L L L L L L L " ( L L L D D "0Jd~(B\v<^444444444444444444444Fz444444J444444 (8?CHL2b"RBFQbfq(((((()[1][Checkpoint|123456789012345678901234567890][cont]\RACEPICS\.PC2.PC3RACE.RSC BERMUDA RACE II introb270270045045INTROBBOAT1BOAT2SAILCOMPASSCOMPASSCHART2CHART2BOAT1BOAT1BOAT1INTROBLLLMM??A@$ 0134?@AxB(>=R=R=R=RDZBGJEHKvKvKvKvMRRRRU[]ax\ZZZZbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbnbn_^dDdDdDdDeeeed8~zyacht0name0999H99Mdate060039yacht1name1999H99Mdate160039yacht2name2999H99Mdate260039yacht3name3999H99Mdate360039yacht4name4999H99Mdate460039yacht5name5999H99Mdate560039full down 3/4 down 1/2 down 1/4 down full up NNEWPORT2BBERMUDACCHART1NNEWPORT2INTROBINTROBINTROBINTROB[0][Do you wnat to try |another race? ][Yes|No]BBERMUDACCHART1NNEWPORT2CCCHART1CCCHART1NBBBERMUDABBBERMUDACCCHART1INTROBINTROB%s%03d%2d%03d%2d%s%03d%5.2f%03d%3d%4d%s%2d%d MILES AHEAD%s%d MILES BEHIND%s%s%5.2f HRS, PENALTIES & LOST TIME%sNCB%s%03d[3][Are you sure you|want to exit the race?][Yes|No][3][Do you want to|save this session?][Yes|No]NCBNCBNCBNCB%03d%03d%s%s%s%03d%2d%d%d%d%s%d%d%s%03d%2d%03d%2d%s%5.2fNCBB%s%03dNCBNCB%05d%05d[0][The wind blew out some sail!][Continue][0][Your sails are luffing!|Fall off! Fall off!][Continue][0][Boy did you get soaked!!|You were pooped by a following|sea, and with only one bildge|pump working, your speed has|been decreased by 3 knots!][continue][0][Oops! You forgot to watch the |following seas! You just got |pooped! It's a good your |bildge pumps are working, |you've only lost 1 hour!][continue]PORTSTBD[0][CAPT WARNING!! |You have just lost satellite |navigation! Now you have to |navigate on your own! This |is known as 'dead reckoning'!][Continue][0][CAPT |MAN OVERBOARD! |There he is! |Your lucky you found him, |you only lost 3 hours!][Continue][0][CAPT |You were just hit by a |rogue wave!][Continue][0][You were 'knocked-down'|but not dismasted!|You only lost one hour!][Continue][0][The boat was just dismasted! |I'm sorry, but you will have |to be towed back! | Better luck next time.][Continue][0][Keep that lifeline fastened! |Hang on!][Continue][0][Here we go again!][Continue][0][What a storm! Hope you have |your foul weather gear on!][Continue][0][Look at those waves! |They are at least feet high!][Continue]%2dSTORM[0][Keep a steady helm! Watch|out that she doesn't broach!][Continue]CCHART1BBERMUDA[0][Bet the yacht salesman never |told you about this kind of | weather!][Continue][0][Don't you just love a storm! |This is a hurricane! Go|below and break out the rum!][Continue][0][Don't you just love a storm! |Go below and |break out the rum!][Continue][0][We're sure not becalmed now!][Continue][0][CAPT Your two |main bildge pumps just broke |down. A crew member is |trying to fix them.][Continue][0][Lucky you, the crew got the|bildge pumps working again!][Continue][0][The winner on corrected |time of | HR MIN SEC |is: ][Continue]%02d%02d%02dBBERMUDACCHART1NNEWPORT2[0][Do you wnat to see if you |made the Hall-of-Fame ?][Yes|No]FINISH[0][CONGRATULATIONS! You made it!|Your corrected time was -| HR MIN SEC, |CAPT ][Continue]%03d%02d%02dBBERMUDACCHART1NNEWPORT2[0][Do you wnat to see if you |made the Hall-of-Fame ?][Yes|No]SAVEHIST.DATSAVEHIST.DATSAVEHIST.DAT%05d%03d%02dHM//SAVEHIST.DAT%12.12s%12.12s%7.7s%8.8s%12.12s%12.12s%7.7s%8.8s%12.12s%12.12s%7.7s%8.8s%12.12s%12.12s%7.7s%8.8s%12.12s%12.12s%7.7s%8.8s[0][ITS A TIE!|CONGRATULATIONS][Continue][0][CAPT |You are too far West! |Please head East! ][continue][0][CAPT |I'm sorry, but you will |have to be towed back!|Better luck next time.][continue][0][CAPT |This isn't a race to Europe! |Please change course!][continue][0][CAPT |You just ran aground! The |boat is sinking,but at least |you're still alive! |Better luck next time!][continue][0][Congratulations |CAPT |You are the winner,|since the other boat sank!][continue]nH8:*> [3][Are you sure you|want to exit the race?][Yes|No]NEWPORTN[0][First player start!][Continue]%3d%03d%d%sThe start of the race is in 20 seconds!%d%s STEER FOR THE LINE! WATCH THE WIND![0][There's the starting gun!][Continue][0][BAD START! You missed the line!|15 minute penality][Continue][0][You are over early! Bad Start!|15 minute penality][Continue][0][Second player start!][Continue]%02d%02d%02d[3][Are you sure you|want to exit the race?][Yes|No][3][Are you sure you|want to exit the race?][Yes|No][3][Are you sure you|want to exit the race?][Yes|No]NCBNCBNNNEWPORT2CCCHART1BBBERMUDACSAVEGAME.DATSAVEGAME.DATSAVEGAME.DATSAVEGAME.DATSAVEGAME.DAT[3][Saved game not found!][Continue]@(($c*>?UUUUUT??R8-se?!TD-?R8-se???tzGz?@bM? 6C,>h>>j򚼯H>5y09>. &֔=|׽=yd=a-=,%hIv<+<V<Ҳ؉h>>j򚼯H>5y09>. &֔=|׽=yd=a-=,%hIv<+<V<Ҳ؉ 6N D  6H> L :8  @ >   :8 *"""$  $   "   " *N4 ( , , , (  "   $ $  " $ $ $ $ & & $ $ $2 ,   2 "  (     & N \ 4,     > L   & ,    *&  L D L     && > L   &.6(     >           0p "   >     @44"      : N<48  `l :8        H R(&(("4`t X(&((",<    4 B *  @>>                            8f ^     &*(TR"4Z&`"R"@2&"&.`".86 Jp4.B \@(j<  N4*"   n ,D( 0 <    P "0   ,~0 v0  BERMUDA RACE II INSTRUCTIONS (SHAREWARE) I. Objective and Introduction The objective is to sail from Newport, Rhode Island to Bermuda in the least amount of time. The normal sea-going obstacles may be encountered. You may be penalized for bad starts or persistently sailing in the wrong direction. You could lose time from experiencing lost (damaged) bilge pump(s) or being hit by following seas. You could lose satellite navigation and have to find your own way. You could be dismasted in a hurricane or run aground in the flats off Bermuda. The player reaching Bermuda in the least total time wins the race and may be listed in the players hall-of-fame. II. Installation (It is short, read all of it!) Bermuda Race II may be executed directly from the floppy disk or copied to another floppy or a hard disk. A backup is recommended. If you put it in a subdirectory, keep it together as you find it. The files are: RACE02.PRG - main program RACE.RSC - resource file RACEPICS - subdirectory for pictures If SAVEGAME.DAT or HALLFAME.DAT are on the disk or created after running the program, keep them in the same directory with RACE02.PRG and RACE.RSC. If the pics are not in a subdirectory called "RACEPICS" create one and put them there or they will not be found. III. Operation From the RUN menu, you may select "Sailing Instruction" (Introduction to Sailing), "Pointers" (Race Description and Pointers) or "Bermuda Race II" (the race itself). From the File menu, you may select "Save Game" (save the current game), "Restore Game" (restore a previously saved race) or "Quit" (return to the desk top). If you choose Sailing Instructions, then you may learn about the boat, sails, compass, basic sailing or navigation. Each part of this tutorial will provide you with a brief explanation of the subject, combined with figures and a question or two to test the skills covered. Use the mouse with the right button on "Continue" or press the return key to move from one frame to the next. To enter a numeric answer, press escape to clear the field, enter the digits and press return. Clicking the right mouse button while pointing to "Return to Main Menu" will allow you to go onto the other tutorial or the race itself. Selecting "Pointers" from the Run menu will lead you to a description of the race, a summary of commands used in the race, sail management explanations, sailing performance guidelines or centerboard operation. The commands and functions available during the race are discussed in detail below. Even experienced sailors are encouraged to review the pointers provided to understand the particulars of how to sail this race. After selecting "Bermuda Race II" from the Run menu, a dialog is displayed to select the seed for the random number generator. Random numbers are used primarily to determine the wind speed and direction. By varying the seed, you can change the whole pattern of the race. Since a two-player race differs from a one-player race, and follow-on races start with the end of the previous sequence, an enormous variety is available. The next dialog allows the selection of the kind of race to be sailed. Available options are: (a) degree of difficulty; (b) number of players; (c) human or computer for second player; (d) if computer, who starts first; and, (e) fast or slow play. The degree of difficulty ranges from 1 through 5, 5 being the most difficult. The degree of difficulty primarily affects how "smart" the computer is in determining its next move as an opponent. The other selections require little explanation except for "fast" versus "slow" play. Fast and slow play simply determine whether the yacht's track is plotted on the chart as the "Report" dialog is displayed. The track is always plotted when the "Chart" function is selected. After completing your selection click on "OK" or press the return key. The next dialog(s) is (are) for player registration. Enter the name of your yacht and the name for the Captain. If your system clock has been set, the current date will be displayed. If your system clock has not been set, you can enter the date. Edit as required with standard edit keys; move from one line to another with the up and down cursor keys. When finished, click on "OK," a return key press will not work here. Note that the name of the yacht and captain for the computer player may be changed. Following player registration, the starting chart and dialog are displayed once for each player. After the count-down, select your initial course (check the wind direction) and click on "OK" or press the return key. Click on "Continue" or press the return key after the starting gun is fired. The four control dialogs -- Report, Chart, Centerboard and Sail will be displayed as requested on a background of the current appropriate chart (Newport, Atlantic, Bermuda). Report provides the most information about current conditions but the dialog occupies half the screen. Chart shows the current track and last recorded position, elapsed time, speed, tack, wind speed and relative angle. From Chart, you can select any of the other control dialogs; however, Centerboard and Sail always return to the control dialog from which they were called. Centerboard and Sail allow you to adjust the centerboard position and the amount of sail set, respectively. Both centerboard position and sail area effect "luff" angle; however, the centerboard position has far more affect than sail area set. The relative wind angle and luff angle are shown on the Centerboard dialog to assist in positioning the centerboard. The maximum sail area for the current wind speed is displayed on the Sail dialog to assist in setting the sail area. Be careful, the amount is a maximum and if you go only by that you may lose some sail (blown out)! Both the Chart and Report dialogs may be positioned at the top or the bottom of the screen to allow better viewing of the yacht's track. Also the course may be selected from either the Report or the Chart dialogs. To change course, click on the arrows (1 degree change) or the slider track (10 degrees change) or drag the control slider to the new course. Two additional commands are available from the Report dialog only -- "Exit" to quit the race and a pair of radio buttons to modify the fast/slow play mode (yacht track with Report dialog). Key items to watch are: (a) the relative wind angle versus the current luff angle and (b) true course versus ship's heading. If the luff angle is greater than the relative wind angle, the sails will luff (fall slack) and the yacht will slow. With the centerboard up (partial or full), the yacht will slip sideways due to the wind (set) and require more frequent course corrections. True course is available to guide the Captain unless satellite navigation is lost during a storm. At the finish of the race, the race time will be corrected for lost time (due to equipment failures) and/or penalties, e.g., for a bad start. The winner will be judged based on this total time. Records of the five fastest times to Bermuda are saved in the Players' Hall-of-Fame. Also shown, with the Players' Hall-of-Fame, is the Historical Hall-of-Fame in which times for historical race winners are shown. Good luck and good sailing. BERMUDA RACE II IS SHAREWARE. IF YOU USE IT AND INTEND TO COUTINUE USING IT, YOU ARE ASK TO SEND $5.00 TO THE AUTHORS. PLEASE SEND YOUR CHECK TO: CARL CONNELL 4713 HERITAGE DR. 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