

                                   ski jump international v3
                S J 3              (c) ville knnen 1994-


        _USER MANUAL_
        ^^^^^^^^^^^^^

        - The official SJ3 home page can be found at:
           http://www.nomasi.com/sj3/

        - Other Important Text Files:
          * Frequently Asked Questions are answered in  SJ3.FAQ
          * The registering process is explained in     REGISTER.TXT
          * A quick reference to the keys               QUICK.TXT
          * Version updates                             UPDATE.TXT
          * The guilty parties for making SJ3           CREDITS.TXT

        - This User Manual is currently also available in Finnish
          and Polish at the SJ3 home page.


        CONTENTS of MANUAL.TXT:
        -----------------------
        
        1. The Author Addresses the People
        
        2. In the Beginning
        2.1. System Requirements
        2.2. Installing SJ3
        2.3. Choosing the Language

        3. The Menus
        3.1. Jump! Menu
        3.2. Setup Menu
        3.2.1. Multiple Name Files
        3.2.2. Brief Explanations of Other Setup Items
        3.2.3. The Hill Maker (see section 7.)
        3.3. Signing Up Jumpers

        4. Jumping
        4.1. The Traffic Lights
        4.2. The Wind
        4.3. Take-Off!
        4.4. Fly, Baby, Fly!
        4.5. The Keys to a Successful Landing
        4.6. Hill records
        4.7. Scoring
        4.8. Tips to Tremendous Flying

        5. Competition Types
        5.1. SJ3 World Cup
        5.1.1. The Rules and Regulations
        5.1.2. Understanding the Stats
        5.1.3. Injuries 
        5.2. Custom World Cup
        5.3. Four Hills Tour
        5.4. Team Cup
        5.5. King of the Hill

        6. The Hill Maker
 
        7. Miscellaneous Information
        7.1. Sending in Your Results to the Universal Hiscore List
        7.2. Jointop.exe
        7.3. Bug Reporting
        7.4. Shareware Info
        7.5. Legal Stuff
        7.6. Report Piracy

        8. Contact Information




        
        1. Some Early Words from the Author:
        ------------------------------------

        This computer game has been created out of need.  Way back in 1994,
        I couldn't find a decent ski jumping game anywhere so I decided to
        try to make one myself.  Over six years later, thanks to the
        wonderful reception the game has received, I am still able to
        develop the game and bring this new generation version out to you.

        The main goal has always been to make a game that is fun and
        addictive to play, the visual side has been left with smaller
        attention.  The game does not measure up to the high standards of
        the latest big budget computer games in terms of graphics, number
        of features or overall vastness, but as an independent production,
        I can offer you a game that is quick to download, will also work on
        fairly old computers, has superb playability combined with personal
        service, all at a very low cost.

        Ski Jump International v3 is marketed using the shareware concept.
        This means that you can try the game out for 30 days free-of-charge
        and if you like the product, you should register it.  There are
        many good reasons to register this software, one is that the
        unregistered version of the game has many restrictions to its
        functions, and more importantly, registering is what keeps games
        like this alive.  This version would not exist if it weren't for all
        the wonderful people who took a little of their time and money to
        register SJ3 and SJ2.  Please see REGISTER.TXT for info on how to 
        do the right thing and register SJ3.

        Please enjoy,
  
                Ville Knnen


        2. In the Beginning:
        --------------------

        2.1. System Requirements:

        Ski Jump International v3 should work fine in every PC with a 486DX
        or faster processor.  A 100% compatible VGA board and some memory
        are required as well.  At this point, SJ3 supports the Microsoft
        DOS, Windows 9x, NT, 2000 and XP operating systems.  SJ3 has been
        thoroughly tested with many different computer setups before its
        release with no problems.  There have been some keyboard-related
        problems with Windows XP, consult the SJ3 home page, if you have
        problems running the game properly.

        If you use a more modest computer (say a 486) and experience some
        unsmoothness during flight, you might want to set the Graphics
        Detail level to LOW from the Setup -> General Options Menu.


        2.2. Installing SJ3

        Ski Jump International v3 is distributed in a ZIP-packed package
        (sj3??.zip), in order to play the game you need to unpack the
        zip-file using a unpacking program such as WinZip (www.winzip.com)
        or PKUnZip.  From version v3.11 onward a simple Windows installer
        version has also been available.

        After unpacking all the files in to a directory on your hard-disk,
        you can run the game by executing the SJ3.EXE file.

        SJ3 can be fully un-installed by simply deleting the installed
        files, which only exist in a single (preferably SJ3) folder.

        If at some point, the game halts with an error message of an
        missing file, you have most likely accidentally deleted a file or
        haven't installed the game from the complete original package.  To
        fix this problem you will need to re-install the whole game - or
        just the missing file - from a complete SJ3 package, which can be
        easily downloaded from the SJ3 home page.


        2.3. Choosing the Language

        As a truly international product, the game has built-in 
        multi-language support and as you run SJ3 for the first
        time it will prompt you for the language of your choice. The
        selection of languages include the major European languages and the
        variety will hopefully grow with time.  If your native language is
        not included in the list, please check the Download Area of the SJ3
        home page where the latest update of the language database is
        located at.  Also, if you are interested in a little translation
        work in adding a language that is not yet supported, contact the
        author for details on that project.

        Note!  Some minor items in the game won't be translated.  This
        includes the Hill Maker and all the error messages.  The manuals
        and other text files will hopefully be translated in the future,
        when this is the case, they will be available at the SJ3 home page.


        3. The Menus:
        -------------

        3.1. Jump! Menu

        This is Menu from where you can get in on the action.  The
        different competition types as the jumping itself are fully
        explained in section 4. Jumping.

        3.2. Setup Menu

        This is where you can have some effect on how SJ3 works.  The
        majority of the options under the Setup Menu are quite simple to
        understand, so I'll explain the ones that might need a little
        explanation.

        3.2.1. Multiple Name Files

        In the General Options section of the Setup Menu is a possibility
        to change the names of the computer opponents. The number selected
        represents the index of the nameset file, which is named
        NAMES?.SKI, where the ? is the index. The chosen nameset file
        includes the names of all the 75 computer opponents and 15 teams
        including the line-ups.

        The sets included in the SJ3 registered version are:

        NAMES0.SKI                  - The Default Set.
                                      FIS World Cup 1999-2000 levels.
        NAMES1.SKI                  - The good-old Cool Dudes List.
                                      Familiar from SJ2. :)
        NAMES2.SKI                  - Tennis ATP Top 75 - Jan 1 2002
        
        It is also very easy to make a nameset yourself, since it is a
        simple text file. Copy an existing nameset to an new name with the
        next available number (NAMES3.SKI for example), edit the names and
        team line-ups with a text editor and change the set number from the
        Setup menu.

        3.2.2. Brief Explanations of Other Setup Items
        
        Allow Many Identical Names on the List?
        - When this item is "NO", the name of an certain human jumper can
          only exist _once_ on a Hiscore list.  (Example: If the item is
          marked "NO" and 'Ville' gets 963 points in SJ3 World Cup, the
          former entry of 'Ville' with 867 points is deleted as the new
          result is added)  The item only takes effect as new results
          are added to the list, so the existing results are not effected.
         
        3.2.3. The Hill Maker 

        This feature has its own section in this manual.  See Section 5.
        The Hill Maker below!


        3.3. Signing Up Jumpers - the Profiles
        
        You can enter jumper profiles of up to 20 jumpers of which 10 jumpers
        can participate in the same competition.  No duplicate names are
        allowed. If the amount of players is either 4 or 8 the SJ3 Team Cup
        is also available with the players 1-4 placed in Team 1 and the
        players 5-8 (if chosen) in Team 2.  

        3.3.1. Brief Explanations of the Profile menu

        Skip Quali?
        - When this item is marked as "ALWAYS", the program will automatically
          skip the qualifying round of all human players _who have already
          qualified_ for the first round of jumping in the SJ3 World Cup
          (in other words, are in the top 15 of the WC rankings)  Missing
          qualifying has no effect on first round jumping.  
  
 
        4. Jumping:
        -----------

        The idea in the sport of ski jumping is to jump as long as
        possible, land safely and impress the ever-watchful style judges in
        the process.  A ski jumping hill consists of two parts, the in-run,
        where the jumper gathers speed, and the landing hill, which the
        jumpers try to avoid for as long as possible. There are two special
        points in the landing zone: the P-point, a point in the hill where
        the distance points awarded would be zero, and the better known
        K-point, the critical point of the hill, roughly where the
        curvature of the hill starts to decrease.  Two zones are marked on
        the hill using these two points, the blue zone marks the landing
        hill from the P-point to the K-point and the red zone represents
        the area from the K-Point to the length 1.2 times the K-Point.

        The ONLY way to be a good ski jumper is to practice and practice
        even more.  There are no big secrets involved.  The more you
        practice the easier it is to constantly achieve great jumps.  The
        best place to efficiently train yourself for demanding future
        competitions is the Practice selection from the Jump Menu.  Remember
        to listen to your coach.

        Keys during jump and flight:

        Up Arrow .................. Take-Off!
        Right Arrow ............... Rotate jumper forward
                                    Start the in-run slide
        Left Arrow ................ Rotate jumper backward
        T or t..................... Telemark landing (one foot in front)
        R or r .................... Two Footed landing (feet parallel)
        Esc ....................... Universal Escape key
        F10 ....................... Terminates current competition
                                    WARNING! USE WITH CAUTION!
                                    Doesn't ask anything, just quits the
                                    race in progress


        4.1. The Traffic Lights

        We start off as the jumper sits on a beam at the top of the in-run.
        A traffic light of sorts will appear in front of the jumper.  As
        the green light shines (usually right away) you are cleared for
        departure.  You should be looking at the wind meter in the
        bottom-left part of the screen, if the wind is swirling around, you
        might want to wait a while if the wind starts to settle preferably
        at a good fair headwind. (the green wind on the meter) But you
        shouldn't wait too long, as you will be disqualified from the
        competition if you don't leave the beam on time.  When the green
        light is flashing, it's about time to press the Right Arrow key and 
        head down the in-run.


        4.2. The Wind

        The wind meter in the bottom-right corner of the screen plays a
        very big part on the length of the jump.  The difference between
        1.5 m/s backwind and -1.5 m/s headwind can be about 20 meters in
        flight distance in a K120 meter hill with the headwind being
        the favorable one, since it increases lift considerably. The optimal 
        wind is around -1.0 to -2.0 m/s headwind (the wind bar is green 
        during headwind).  Sometimes when the wind is moving around a lot 
        and your jumper has some bad luck and has to jump in to a 
        non-favorable wind while the other competitors have better wind 
        conditions, it can be virtually impossible to win a competition no 
        matter how well you jump. Remember that it can be the other way 
        around in the next race.

        
        4.3. Take-Off!
        
        When the jumper reaches the parallel section of the in-run it a
        good time to think about timing your take-off.  This is the one
        most crucial point on the success of the jump.  Remember: "The
        timing is everything"  So when the jumper is in the correct
        position press the up-arrow to begin take-off.

        If you have started the take-off too early, the skis will rotate
        forward (the tips fall away from under the jumper).  This will
        result in short distance and a lousy jump.  You will want to avoid
        this from happening since it can be dangerous for jumper, at least
        in real life.

        If you have been late with starting the take-off, the skis will
        rotate backwards (tips come up).  This leads in increased
        air-resistance and loss of flight speed and distance, but this is
        still a better option than taking-off too soon.  Even the best
        jumpers can be just a little late on take-off so don't worry about
        it too much, you can try to make up for it with good flying.  Next!


        4.4. Fly, Baby, Fly!

        After a hopefully successful take-off, you should concentrate on
        flying.  To maintain the speed and to increase the lift it would be
        a great idea to rotate the jumper forward and this way reduce
        air-resistance.  This is done by pressing the Right Arrow.  So as
        quickly as possible, rotate the jumper to a good flight position
        which is when the angle between the body and the skis are around
        5-10 degrees.  The optimal angle is easy to find with a little
        practice.  Do not over-rotate the jumper!  This will lead to loss
        of lift as the "air-mattress" :) below the jumper is broken.  Note
        that sudden changes in the wind can rotate the jumper back or
        forward, so always be prepared to adjust the angle of jumper with
        the Left and Right Arrow as quick as possible during the flight.


        4.5. The Keys to a Successful Landing

        Due to the inevitable force of gravity the jumper will eventually
        start to lose flying altitude and approach the snow.  Your mission
        is to land your jumper safely.  There are two kinds of landing
        styles available:

        1)  The Telemark Landing - where one foot is in front  and
        2)  The Two Footed Landing - where feet are parallel as landing.

        The Telemark starts with pressing 't' and is more risky especially
        with long (way past the K-point) jumps and is slower to perform but
        it will be rewarded in total points.  That is because making the
        Two Footed Landing, which starts by pressing 'r', is penalized by
        the style judges by around 2.0-2.5 points per judge and that is
        around 6.0-7.0 points per jump!  Still the Two Footed landing is
        faster to perform and it is up to 4 times safer.  You have to
        calculate the risks in a fraction of a second, often in
        competitions that 6-7 point margin is the difference between
        winning and not winning.

        Also remember that you have to start the landing early enough that
        the jumper has enough time raise to a sufficiently upright
        position.  A good basic rule is to use the Telemark at least on all
        jumps that don't fly past the K-point.

        The impact of the hill on the jumper, which is an function of the
        slope of the landing spot and vertical jumper speed, along with the
        landing style and timing put together with plain old luck will
        determine if the jumper manages to stay on his feet during landing.
        This causes that very long jumps are practically impossible to
        stand, so according to common sense you should start the landing a
        little earlier if you start floating way towards the flat landing
        grounds.


        4.6. Hill records

        The program also keeps count of your hill records.  You can decide
        whether you want to allow the computer jumpers the joy of recording
        new hill records by changing the corresponding Setup option. As is
        the practice with actual ski jumping hills, hill records are only
        recorded during official competition, this is why hill records
        jumped during practice or the in King of the Hill contest are not
        valid records.
        

        4.7. Scoring

        The score for each jump is obtained by adding the distance points
        to the style points.

        The distance points are calculated by the formula:

            Length of jump - (2/3 x K-Point of Hill)  [effective meters]
          x 60 / (1/3 x K-Point of Hill)              [points per meter]
          -------------------------------------------
          = Distance Points

        The idea is that you get 60 distance points when you jump to the
        K-Point (start of the red zone).

        There are five styles judges who rate the style of your jump with a
        number from 0 to 20 in 0.5 increments.  Style judges base their
        judging on the quality of the landing, steadiness and control of
        the jumper and its skis during flight and overall valiantness of
        the jump.  The highest and lowest of the style marks are ignored
        and the rest are added together, which gives us the combined sum of
        the style points with the maximum of 3 x 20.0 = 60 points.

        4.8.  Tips to Tremendous Flying

        * Practice your jumping first in some relatively easy hill, the
          Kuopio K120 is just fine.  Never mind the wind at first, you'll
          have plenty of time to worry about it later.

        * The optimal take-off timing is quite close to the too early
          timing.  The idea is to get the largest possible amount of force
          from the legs to hit the in-run table without taking-off too
          early.

        * The optimal take-off spot varies from hill to hill, but it's
          quite easy to make the adjustment to other hills and in-run
          tables, since the optimal take-off spot is based on the speed of
          the jumper in the in-run.

        * For a jumper starting off, even scoring points during the first
          few seasons is a good result.  If success seems hard to come by,
          don't worry, you'll develop a routine quickly and jumping becomes
          surprisingly easy as you go along.  You'll soon reach a stage
          where good jumping is more of controlling your nerves than plain
          skill.


        5. Competition Types:
        ---------------------
        
        5.1. SJ3 World Cup

        The flagship of the different competition types in SJ3, the SJ3
        World Cup offers a grueling battle thru 20 different hills in
        changing weather types against the very best jumpers in the world.
        If you can make it here, you'll make it anywhere.

        5.1.1. The Rules and Regulations

        The Rules of the SJ3 World Cup:

        * The Qualifying Round.  Only 50 players can compete in the first
          round of the actual competition. The Top 15 from the SJ3 WC
          rankings will automatically qualify for the first round, the
          others will have to battle out for the remaining 35 places.  On
          the very first leg of competition, all 50 qualifiers will be
          decided on the basis of the qualifying round results.

        * The first round is jumped is reverse order, as the jumper who is
          highest in the SJ3 World Cup rankings is the last to jump in the
          first round.

        * Expect in the Four Hills Tour where the Knock-Out-system is used. 
          In the KO-system, the 50 who have qualified for the first round 
          are split into pairs (1 vs. 50, 2 vs. 49 and so on...) and the 
          winner of each pair and also the 5 best losers qualify for the 
          second round.

        * The jumpers with the 30 best scores after the first round qualify
          for the second jumping round.  The second round will be jumped in
          reverse order from the first round standings.

        * The jumpers with the 30 best scores after the second round score
          World Cup points, with the winner getting 100 points.

        * Joint placing is possible on all rounds of the competition

        * A round cannot be re-started if one jumper jumps a ridiculously
          long (and at same time dangerous) jump.  In other words there is
          no competition jury present.

        * There are 20 hills in the SJ3 World Cup.

        5.1.2. Understanding the Stats

        It's a lot of fun to analyze your season as it goes along.  There
        is also a quite similar Stats screen for the Team Cup.

  SJ3 WORLD CUP STATISTICS FOR WILLY BLANKET
**************************************************************************
   WHERE?     POS PTS  WC   SCORE   R 1            POS ?   R 2          ?
1. KUO 120     9.  29   9.  236.3   135.3 (132.5m)  1.   100.5 (129.0m) F
2. LAH 90     42.   0  17.   75.0    75.0 ( 72.0m) 42. E 
3. VIK 180    37.   0  20.  107.0   107.0 (193.5m) 37. L 
4. FAL 110     1. 100   7.  234.6   120.4 (117.5m)  1.   114.2 (113.5m)  
--------------------------------------------------------------------------
Total:            129   7.  163.2   109.5                 53.6

       This is the situation of one Willy Blanket after 4 competitions.

        * in the column Pos. is the final standing of each competition.
          (Willy Blanket was 9th in the first competition in Kuopio.
           He gained 29 points for that 9th place and was naturally
           9th in the World Cup Rankings)
        * in the column Pts. are the points awarded from each competition.
        * the column WC. tells the World Cup Ranking after each competition.
        * the column R 1 has the points and jump length from the first round
        * the column R 2 has the same info from round 2 of the competition
          (if you qualified)
        * the ? column tries to explain what went wrong (or right) in 
          each round.  

          Here's how to read the code:

          Code:      means:
          T..........You started take-off too early.
          L..........You started your landing too late
          F..........Your jumper fell because of a over-long jump
                     or just because of tough luck.
          H..........Wow! You jumped a new hillrecord!

          If the column is empty, nothing worth mentioning happened.

        5.1.3. Injuries

        The possibility of a jumper being injured after a fall was added
        to version 3.  The speeds in ski jumping are so high that an
        injury can occur even with a relatively harmless looking fall.

        The messages:

        Will miss next round - The jumper will not be fit to jump in
                               the next round of jumping.  If the injury
                               occurred in the second round of jumping,
                               the jumper will be able to compete in the
                               next leg of world cup competition.

        Will miss x legs -     The jumper will not be fit to jump in
                               the next x (x is number) legs of world
                               cup competition. 


     
        5.2. Custom World Cup

        A competition type very much like the SJ3 World Cup, but now you
        get to choose the hills you would want everybody to compete in.
        Also self-made hills are available along with the 20 original
        hills.

        You can decide if you want the Custom Cup to be decided on the 
        basis of World Cup points or total points gathered.  Every SJC 
        file holds a top 20 high score list of the best efforts by each
        jumper.  

        You can participate in internet competitions with a fixed time
        frame by downloading a certain Custom Cup file.  Your Custom
        Cup results are dumped to a CUSTOMS.TXT text file.  Send this
        this text file to my email address within the given time frame
        to participate in the competition.  See the SJ3 home page under 
        "Competitions" for more info.

        5.3. Four Hills Tour
       
        You can also limit yourself just to the legendary section of the
        SJ3 World Cup the Four Hills Tour.  The 5 best points totals from
        these 4 competitions are held in the Hall of Fame.

        5.4. Team Cup

        The SJ3 Team Cup is a six leg competition where the hills vary from
        year to year.  There are 15 teams participating with 4 jumpers in
        one team.  All of the scores from the two rounds of each leg are
        added together.  Points are awarded to the six best teams with the
        winner getting ten points.  Prepare for a fierce battle with the
        opposing teams since winning is rewarded well, one bad jump can
        ruin the whole team's effort and remember that the opposing teams
        have their best jumpers jumping last...

        5.5. King of the Hill
        
        The idea is to jump against human or computer jumpers so that 
        the worst jumper of each round is eliminated. This is continued 
        until only one jumper is remaining - who is crowned the 
        King of the Hill.  You can build your own challenge or choose 
        from the six existing Challenges.  If you manage to be crowned 
        King of the Hill in one of these six demanding (or not so 
        demanding) challenges, your name will be added to the Hall of Fame.

        A interestingly different kind of competition, where winning is not 
        that important, just make sure you don't end up last!


        6. The Hill Maker:
        ------------------

        The hill system in SJ3 was designed in such a way that could enable
        users to build their own hills and jump in them.  Also the option
        to make hills and make them available to everyone via the internet,
        was kept in mind.  This is how we ended up the .SJH standard and
        the Hill Maker tool, which can be located in the Setup Menu of SJ3.

        Reading thru the standard of a SJ Hill below, you might think that
        making a SJ Hill is complicated, but it's not.  Use the existing
        hills as examples, use a little creativity, read the instructions
        well and you'll be jumping in 'My Very Own Hill K112' in no time.

        6.1. What is a SJ Hill?

        A SJ Hill consists of three elements:

        1. The Front Picture - a PCX picture file containing the profile of
           the hill
        2. The Background Picture - a PCX picture file providing the
           backdrop
        3. The Hill Data File (*.SJH) - providing the essential
           data which SJ3 uses internally to build the hill

        6.2. The Standards

        The standards of the elements are:
        1. The Front Picture - is a 1024 x 512, 8-bit color (256 colors)
           PCX, using the colors indexed 0-63 from the palette.

           The profile of the hill must be a color 1-63 and it must be
           totally continuous thru the whole hill.  The take-off point of
           the hill "the lip" must be at least 5 pixels high.  The side
           right from the profile of the hill must be solid with the color
           0.

           The file must be named FRONT<number>.PCX, with <number> being
           any number from 0 to 255.  When drawing a picture by yourself,
           use the numbers over 20 to ensure SJ3's normal functionality.
           
        2. The Back Picture - is a 1024 x 400, 8-bit color (256 colors)
           PCX, using the colors indexed 64-208 from the palette.  The
           effective (visible) area of the picture is only 672x400 because
           of the slower scroll of the backdrop.

           The file must be named BACK<number>.PCX, with <number> being any
           number from 0 to 255.  When drawing a picture by yourself, use
           the numbers over 20 to ensure SJ3's normal functionality.

        3. A SJH file is a data file made with the SJ3 Hill Maker.
           The extension must always be .SJH.

        These standards and color restrictions are strict and in order to
        fully comply you must have a fair amount of computer skills and
        good software.  Moving the color palette, so that the two pictures
        - front and back - meet the standard can be a bit tricky, so be
        sure to use the 8-bit (256) color mode while drawing the picture
        and be sure to use the correct color indexes right away, so you
        won't have to edit the palette later on.  The Autodesk Animator is
        the one of the only picture editors, whose palette editing
        functions are versatile enough for squeezing and moving the
        palette, which may in some cases be very useful.

        A small program which will help you manage the palette of self-drawn
        hills will be added to the SJ3 home page in the future.

        6.3.  Using the Hill Maker

        SJ3 supports up to 1000 self-made hills.  The self-made hills are
        files with the extension .SJH and they must be in the SJ3
        directory, so that SJ3 can look for them during start-up and also
        when entering The Hill Maker.

        With a self-made hill, this SJH file is the key.  It holds all the
        important information that SJ3 uses to build the hill.

        Once you enter The Hill Maker, you'll be brought into the File
        Management page. Here you will see all the SJH files you have in
        your SJ3 directory and what are the names and K-point of these
        hills.  Here you can delete hills - by pressing the DEL button on
        the correct file -, edit an existing file or create a new one.

        6.4. Editing SJH's

        Whether you chose to edit an existing hill or make a completely new
        one, the Hill Edit Page will open.  Here you can choose the info on
        what pictures your hill uses, what the speed of the jumper should
        be and so forth.

        The variables are:

        HILL.NAME     - The name of the your hill
        K.POINT       - The K-point of your hill
                        (accepted values 20-400)
        FRONT INDEX   - The number of the front picture.
                        The number refers to the index number
                        of the FRONT<number>.PCX.
        BACK INDEX    - The number of the back picture.
                        The number refers to the index number
                        of the BACK<number>.PCX.
        BACK BRIGHT   - Adjust the brightness of the backdrop.
                        The value is a percentage of the original, 
                        so the value 100 represents original brightness,
                        with under 100 a darker back and vice versa
        MIRROR BACK   - With this option you can flip the backdrop
                        horizontally.  Accepted values are:
                        0 - normal, 1 - mirrored background
        VX.FINAL      - The velocity of the jumper at the take-off
                        given in terms of kilometers per hour.
                        (accepted values 60-150 km/h)
        ADJUST.K      - This item adjusts the position of the K-point on
                        the hill. This is a sort of zoom factor, which
                        might seem un-realistic, since the K-point is
                        already set earlier, but this item is quite
                        necessary since the maximum physical length of the
                        hill is limited (the picture is only 1024 pixels
                        wide) and while drawing the front it's difficult to
                        guess where the K-point will set itself. A larger
                        value brings the K-point closer to the in-run. If
                        the function of this variable seems a bit odd, try
                        it out in practice and you will know why it's
                        there.

        AIR.P.PLUS    - With this option you can have a small effect on the
                        existing air pressure at the hill; this can also be
                        understood as an adjustment of the hill's altitude
                        from sea level. With a smaller value the jumper
                        glides further and vice versa. Again, while
                        slightly un-realistic, this item is quite useful in
                        making different hills vary from each other.

        AUTHOR        - The author (the maker) of the hill.

        FILENAME      - The name of this SJH file.  The file will be saved
                        as <filename>.SJH.

    

        7. Miscellanous Information:
        ----------------------------

        7.1. Sending Your Highscores for the Universal Hall of Fame

        Every time you exit the program the program _automatically_ creates
        the SENDME.TXT file, which includes your highscores and hill records
        in one file.  This is the file you want to send me via e-mail or
        otherwise.  I collect all the best results to the infamous
        Universal Records page at the SJ3 home page, which has the top results
        from around the world.  It is very fun to see how your own results
        rank when compared to other people's results.  Highly recommended!

        A little warning:  Don't try to edit either the HISCORE.SKI file or
        the SENDME.TXT file since they are both encoded with a highly
        complex method. :)  If you try to send me fake results I *will*
        find out easily and you will be placed on a blacklist.

        7.2. Jointop.exe

        Jointop is a small program that allows you to join two HISCORE.SKI
        files (the ones that hold your hiscores and hill records) into one
        HISCORE.SKI file.  It's simple to use, just specify the two input
        files and the output file in the command line of the program.
        Something like this:  JOINTOP HISCORE.IN1 HISCORE.IN2 HISCORE.SKI
        Computer generated jumpers will NOT be duplicated by default, 
        you can change this by using the parameter '-i'.  The parameter
        '-?' displays the usage info.
        

        7.3. Bug Reporting

        If you run into unsolvable problems with the program, write a good
        description of the problem along with possible error messages and
        send the information to me and we will try to sort things out.  SJ3
        has been thoroughly tested with many different PC setups, so no
        problems should arise.


        7.4. Shareware Info

        Ski Jump International v3 is not freeware or public domain
        software, it is normal commercial software marketed using the
        shareware concept. This means that you can try this software for 30
        days totally free-of-charge and after this evaluation period you
        have to register the game or delete it from your hard-disk.  In
        addition, the unregistered version of SJ3 will have many
        restrictions to its functionality.  Overall, you should have many
        reasons to register this software, it is cheap and easy and with
        SJ3, registering is now easier than ever for people living outside
        of Finland.
        
        Please see the REGISTER.TXT for detailed info, it's important.
        

        7.5. Legal Stuff

        The _unregistered_ version of SJ3 can and should be spread around
        to your friends, the Internet and BBS' as much as possible, just
        remember to use the original and unchanged package.  You are not 
        allowed to sell or use any version of SJ3 for profit without 
        direct permission from the author.
        
        The registered version can only be used in one machine.  !!!
        Unauthorized copying of the registered version is a violation of
        copyright law !!!   You guys do understand that it's quite easy to
        locate "the leak" since your registree name and number are visible
        in the game and also decoded in the program itself. So don't be
        stupid.  "The time is always right to do the right thing!"

        Also I'd like to point out that the Ski Jump International v3
        computer game is being made available on an "as is" basis, and
        carries no warranties, express or implied.  The author (Ville
        Knnen) shall in no way be held liable for any damages resulting
        from the use of this program or the media on which it is
        distributed, including, without limitation, loss of business
        profits, interruption of business, loss of information, damage to
        equipment, any warranty of merchantability or fitness for a
        particular purpose, or any other incidental or consequential
        damages.  So there.

	
        7.6. Report Piracy

        If you run into a registered version of SJ3 distributed freely on
        the Internet or in a BBS, please report it to me as quickly as
        possible.  It is very possible to take legal action against anyone
        who illegally distributes pirate software.
	

        8. Contact Info:
        ----------------

        Ville Knnen
        Punamultapolku 1 A 4
        01600 Vantaa
        Finland
        Europe

        E-Mail:   vkononen@cc.hut.fi
                  ^^^^^^^^^^^^^^^^^^
        Bank Details are noted in the REGISTER.TXT file.

        Free absolutely free to mail me with whatever questions or
        suggestions you may have.



        And congratulations for reading this file to all the way down here,
        it's nice to know that I didn't spend all this time writing this
        damn thing for nothing.  Thank you kindly!

