HORSE RACING
CARTRIDGE INSTRUCTIONS
(For 1 to 6 Players)

You're at the Track for a "Day at the Races" -- 10 exciting speed and strategy
contests. After you check the Past Performances and odds, place your simulated
wagers out of your starting "Stake" of $750. Bet your favorites to Win, or go for
the big-payoff Exacta! See how good a handicapper you are! One of two Players
"ride" the outside horses and try to our-maneuver the computer. Get your
simulated bets down! Watch for the start -- and THEY'RE OFF!!!

CONTROLS:

COAX -- Either Upper Side Button
WHIP -- Either Lower Side Button
WIN EXACTA (To Determine "W" or "E" Bet) -- [9] Button

MOVE HORSE NEARER RAIL -- Top of DISC
MOVE HORSE AWAY FROM RAIL -- Bottom of DISC

HOW TO PLAY INTELLIVISION HORSE RACING

1. Have each player pick a number from 1 to 6, to be used for all 10 races in the
game.

This gives every player a unique identity with the computer. The computer runs a
tab of all simulated betting, and keeps each player's "stake" total up-to-date.

2. Turn on the Master Component.

You see the Title and hear part of the William Tell Overture. By the time the
music stops, the Intellivision computer "creates" a stable of 8 horses, and
randomly makes each one a unique thoroughbred with different abilities of speed,
endurance, quickness out of the starting gate, etc. YOU'RE THE HANDICAPPER. IT'S
UP TO YOU TO FIGURE OUT WHICH HORSES ARE BEST, AS YOU WATCH THEM RACE EACH OTHER
IN DIFFERENT COMBINATIONS.

3. Press the Direction Disc or any key. The blank "Betting Sheet" appears.

This is where you record all simulated bets before each race. Each player starts
with $750 of simulated "money" (if you go broke, you've automatically lost the
game).

4. Press any of the four buttons on the sides of either Hand controller. The
"Past Performance" display appears.

This tells you which horses are running in the first race -- and who will control
them. The computer "rides" the 2 horses on top. The lower left horse's running
can be affected by the left Hand Controller; the lower right horse by the right
Hand Controller. (See details under "Advice for Jockeys").

5. When you release the side button, the picture automatically goes back to the
Betting Sheet. You can switch back and forth as much as you want between these
pictures. Look at the Past Performance display to pick the horse you like. Then
switch back to the Betting Sheet to place your simulated wagers.

Since this is the first race, there are no Past Performances for you to consider
(each horse is running for the first time in his computer-created "life"). The
computer has, however, posted tentative odds on each horse (shown as pairs of
hyphenated numbers, such as: 3-1). This would mean you'd win $3 for every $1 you
pretend to bet. The computer in not a perfect "tout" -- that would be too easy!

6. To actually place bets, EACH PLAYER DOES THE FOLLOWING: When you see the gold
marker above the dollar signs, key in your player number (1 through 6). The press
ENTER.

Players identify themselves, one at a time, to the computer. If you don't want to
bet on a race, you don't have to do anything until Step 12.

The $ in that player's line turns to gold.

7. Key in the amount of your simulated bet (maximum: $250 or the amount of your
stake, whichever is less). If you change your mind about the bet, press CLEAR and
do it again.

8. Press ENTER

9a. There are 2 kinds of bets you can make -- "Win" and "Exacta." W means a bet
To Win (there are no Place or Show bets in this game). If you want to bet one
horse To Win, press ENTER again.

9b. If you want to make an "Exacta" bet, change the "W" to "E" by pressing the
[9], then ENTER. An Exacta bet is on the first and second horses -- in their
finishing order.

NOTE: Exactas "pay off" at 15 to 1, so a successful "E" bet can put you way ahead
in this game. As you would expect, though, they're a lot harder to win.

If you make the change from "W" to "E" and then switch over to the Past
Performances, the "E" will change back to "W" when you return to the Betting
Sheet. Just press [9] again. The press ENTER

10. When you see the checkerboard symbol, press the key for one of the horses
running in this race (you can see their names again any time before the race
starts: press a side button). Its initial letter and color appears. If it's the
one you want, press ENTER. If it isn't, press any key and try again. Only 4
horses are in every race, and the computer rejects bets on non-racing horses.

You're picking the horse to Win or be the first part of An Exacta combination.

If you bet one horse to Win, your choice is now "locked in", and cannot be
changed. The computer deducts your bet from your total stake, and adjusts the
odds on the horse. If everybody bets on the same horse, it will probably be the
betting "favorite" (with low payoff odds) by race time.

If you selected an Exacta bet, press the key for the first horse then ENTER ,
then the key for the second horse and ENTER again.

If you bet a 2-horse Exacta, when you press ENTER the second time, your Exacta
bet in now "locked in."

11. When every player who wishes to bet has done so, pick two people to be
Jockeys and use the Hand Controllers to affect the running of the outside horses.
(See "Advice for Jockeys").

The left Hand Controller affects the third horse from the rail; the right Hand
Controller affects the fourth horse from the rail. If you want all 4 horses to be
controlled by the computer, don't use either Hand Controller once the race
starts.

12. When you're ready for the race to start, press 0, then ENTER.

The scene switches to starting gate. You hear the famous "Call To the Post."
After a brief delay, THEY'RE OFF!

THEY'RE OFF & RUNNING!

As soon as the starting gate opens, all four horses start moving. Although you
can't see it, the track is slightly curved. This means that the horse running
closes to the rail has to travel the shortest distance. The computer-control
horses immediately move in close to the rail, coming away from it only to pass.
At the beginning of the race, the horses tend to have the most speed. Then they
gradually slow down (especially when the track is Muddy) after a few furlongs.
Each furlong is marked by a black post, and signaled by a soft "gong" as the
leading horse approaches it. You'll hear the hoofbeats of the running horses and
the sound of jockeys' whips as they near the finish line.

Watch the running patterns of all the horses in the race, not just the ones you
bet on, so you'll spot the characteristics that will make some of them winners.
These characteristics will stay the same for each horse throughout this series of
10 races. Things to watch for:

* Speed out of the starting gate
* Early pace
* Endurance
* Speed down the home stretch
* Speed on different track conditions (dry, mud or turf)

When the winner crosses the finish line, you'll hear the cheers of the crowd and
see the time flashed up on the Tote Board. When all the horses have crossed the
line, the Tote Board will show you the order of finish, from right to left.

After a few seconds, the scene will automatically change back to the Betting
Sheet, and you'll see the effects of the betting on each player's stake.

Let's take a closer look at the typical running pattern during a race:

All the horses run relatively fast at the beginning of the race (even though some
of them might be a bit sluggish coming out of the starting gate). After a furlong
or two, some differences between the runners start to become evident, and usually
by the 3rd furlong mark there is considerable slowing. This is especially true on
a Muddy track.

ADVICE FOR JOCKEYS

Even though each horse's energy is depleted as the race goes on, resulting in a
slower and slower pace, all the entries do have an extra store of speed, which
can be stimulated by "the Whip" -- near the end of the race. The computer-
controlled horses will be speeded up this way, and you'll hear the "crack of a
whip" when either of them is spurred along for a final dash. The computer always
knows when to apply this extra stimulation to its 2 horses so they won't run out
of energy before they get to the finish line. Listen for the whip sounds and
watch the computer's horses make their moves for the lead. If you are one of the
jockeys controlling the #3 or #4 horse, there are things you can do to get to the
finish line faster.

The top button on each side of the Hand Controllers will, when pressed "COAX"
your horse to get a little more speed. You can COAX your horse during the first
half of the race, and you should use this button when you need a little burst of
extra effort to improve your running position. When you COAX your horse, its
speed will increase slightly. When you release the button, your horse's speed
goes back to what it would have been if you hadn't pressed COAX. Remember,
though, every horse has a limited amount of energy and if you coax your entrant
too much you may see all that energy used up before he gets to the finish line.

The other control you can use against your 3 competitors is WHIP. A WHIP command
from you will make your horse sprint at absolutely top speed -- and at a
tremendous cost of running energy. When WHIP is used, the horse goes much faster
. . . But when the horse reaches the end of its endurance its speed drops to
little more than a walk. The WHIP should never be used for more than the last 2
1/2 furlongs of the race, and in most cases for not much more than 1 furlong.

The ideal way to use WHIP is to time it so your horse is still sprinting at top
speed as it crosses the finish line. If your timing is perfect, your horse's
energy would be exhausted just as it crosses the line. To improve your timing,
COUNT THE FURLONGS AS THE RACE IS RUN, SO YOU KNOW WHERE THE LEADING HORSE IS ALL
THE WAY. FURLONGS ARE MARKED BY BLACK POSTS AND YOU HEAR A "GONG" SOUND AS THE
LEAD HORSE APPROACHES EACH ONE.

Even if your horse is out of the picture, your controls will work. Sometimes a
horse will "come from behind" at the finish, driven on to victory by a well-timed
WHIP.

MANAGING YOUR "STAKE"

To be a consistent winner in the HORSE RACING game, you'll need skill at
handicapping. You also have to use your simulated money wisely. REMEMBER: YOU
START WITH A "STAKE" OF $750. YOU'LL WIN IF YOURS IS THE BIGGEST STAKE AFTER 10
RACES. DON'T TRY TO DO IT WITH ONE OR TWO LONG-SHOT BETS.

The more you know about the horses the easier for you to see the differences
among them so you can predict the winners. Raise your betting amounts
progressively. Before the 1st race, you have only one (rather poor) clue about
the entries -- the computer's rough odds". A bet on any of these horses is not
much more than a wild guess, so make your initial bet a very modest one, perhaps
only $10.

With the 2nd race, you'll have more information, because you've probably seen a
least one of the entries run, but there are probably new comers, too. So it's
best to keep your bets small at this point.

The 4 horses in each race are randomly selected by the computer. By the 4th or
5th race you'll probably be able to see all the horses in the stable run a least
once.

Now you can start to make more educated choices, and you should start to bet more
confidently. When the last 3 races are run, you might even try an Exacta or two,
if you're ahead. REMEMBER, IF YOU LOSE THE $750 YOU STARTED WITH, YOU'RE OUT OF
THE GAME. THERE'S NO CREDIT EXTENDED AT THIS TRACK!

HANDICAPPING: PICKING THE WINNERS

Many of the principles of successful handicapping at a real racetrack apply to
this game. This brief discussion should help you to do better, especially if you
are not already an experienced racing fan.

Simulated wagering, even for harmless amusement (as in this game), should be a
rational, rather than an emotional process. Before every race you are provided
with a concise summary of recent Past Performances by each horse for that day.
Even though you don't know all the variables that make each horse different from
the others, you can deduce a great deal by looking carefully at these records.

Here's a typical kind of Past Performances display for a race at 10 furlongs, on
Turf. Look at what you can learn about the horses that will be running...

RACE LENGTH: 9 FRLG
CONDITIONS: TURF

BLU 3-1
[9 or 10 Furlongs, Dry] 47.5 P B Y
[9 or 10 Furlongs, Turf] 42.4 P B W
[9 or 10 Furlongs, Turf] 47.7 B V O

RED 4-1
[3 or 4 Furlongs, Turf] 17.1 R W G
[5 or 6 Furlongs, Muddy] 25.9 V Y R
[9 or 10 Furlongs, Turf] 44.7 Y P R

WHT 3-1
[9 or 10 Furlongs, Turf] 52.0 P Y V
[3 or 4 Furlongs, Turf] 17.4 R W G
[9 or 10 Furlongs, Dry] 46.1 P B W

VIO 2-1
[9 or 10 Furlongs, Turf] 47.4 P Y V
[3 or 4 Furlongs, Dry] 14.3 V P G
[5 or 6 Furlongs, Turf] 21.7 V Y R

This is an example of the Past Performance information you'll get after most of
the races have run. The first things to consider are the race distance and track
condition -- especially when that distance and condition have been run earlier.
As you see every horse in this race has run at 9 or 10 furlongs, on Turf. Taking
them each in turn, we see that:

* BLUE has beaten YELLOW, WHITE, VIOLET and ORANGE in the same kind of race. BLUE
was beaten by PINK. But PINK isn't running this time.

* RED hasn't done well on Turf at all, and ran 3rd behind YELLOW and PINK at this
distance.

* WHITE didn't even place at this distance, and it was beaten in its last race by
PINK YELLOW, and VIOLET. Definitely not a contender!

* VIOLET was beaten last time by PINK and YELLOW.

So far, BLUE looks like the strongest horse for this distance. But double-check
by looking at the times they all ran 9 or 10 furlongs:

BLUE -- 47.5, 42.4 and 47.7 seconds
RED -- 44.7 seconds
WHITE -- 52.0 and 46.1 seconds
VIOLET -- 47.4 seconds

BLUE has run the best time at this distance -- good confirmation or his apparent
superiority over these horses. RED has run the second best time. On the basis of
these clues, BLUE would be a good Win bet, or BLUE-RED a good Exacta bet -- in
spite of the computer's rough odds which make BLUE, WHITE and VIOLET the favored
entries.

To summarize: Look for match-ups of distances and track conditions. Then look for
match-ups of horses. Then compare the times of horses that ran those distances
but in different races. After a while, these clues will point you to the winner
more and more frequently.

You'll do better if you keep your own written record on a piece of paper, so you
won't lose tract of any early-race information.

By doing this, you can "save" important information. The Past Performances
displayed for each horse only go back the last 3 races (with the most recent race
at the top). In the series recorded here, you can see that WHITE has run six
times. In races 1, 2 and 3 it showed that is was a fast horse on Mud and Turf and
not too impressive on a dry track. With this extra summary of results, a player
can easily see this pattern confirmed in races #6, 7 and 8, and feel confident
about how this horse would be likely to run in the 10th race.

REMEMBER, THE MORE RACES THAT HAVE BEEN RUN, THE MORE INFORMATION YOU HAVE ON
WHICH TO BASE YOUR PICKS.

GOOD LUCK!

SIMULATED GAMES SOUNDS
CLICK -- A Hand Controller key has been pressed and is valid.
BUZZ -- A Hand Controller key has been pressed incorrectly.
"Call to The Post"-- The race is about to start.
CLANG -- Starting gate opens.
HOOFBEATS -- The horses are running!
GONG -- A furlong marker is about to be reached by the leading
horse.
WHIP -- One of the 4 horses is being whipped to a sprint.
CROWD CHEER --    The finish!

BETTING SHEET SYMBOLS

W = A BET TO WIN
E = AN EXACTA BET (on #1 & #2 Horses)

PAST PERFORMANCE TRACK SYMBOLS

DISTANCE
Track symbols look like the following letters on their sides:
J -- 3 or 4 Furlongs
U -- 5 or 6 Furlongs
O -- 7 or 8 Furlongs
Q -- 9 or 10 Furlongs

CONDITIONS:
Light Tan = Dry
Brown = Muddy
Green = Turf

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©1979, 1997 Intellivision Productions, Inc.

