From the title screen choose Compete. Pick how many competitors (1–8), then each competitor chooses a federation — no two may share one. Choose Compete in all events for the full meet, some or one to pick events, or Practice to rehearse an event with no medals or records. If a meet is in progress the title also offers Resume competition.
Keyboard: ARROWS (or W A S D, or Z/X for left–right), SPACE or ENTER = ACTION, ESC back, M mute, F fullscreen. On touch devices an on-screen pad appears below the game with the same buttons.
Wait for the gun. Then alternate LEFT and RIGHT in a steady rhythm — too fast and you stumble.
Hold ACTION to sprint; release to cruise and recover. Press UP to hand off when the incoming runner is inside the zone.
UP/DOWN sets the grip before each run (higher grip, higher ceiling, tighter plant). ACTION to plant the pole at the box, ACTION again to release at the top. LEFT/RIGHT before a run raises or passes the bar.
UP/DOWN to choose a dive, ACTION to leave the platform. Hold DOWN to tuck and spin faster; let go to open out. Enter the water straight — head first, arms locked.
UP/DOWN to choose a vault, ACTION to run. Hit ACTION on the springboard, hold DOWN to tuck in the air, and land on your feet — straight up.
Alternate LEFT and RIGHT to stroke in rhythm. Hold UP to breathe before the air runs out. Press ACTION as you reach the far wall to turn.
Four swimmers, one after another. Alternate LEFT and RIGHT to stroke, hold UP to breathe, ACTION at the far wall to turn.
ACTION calls "pull"; the clay flies from the high house or the low house. Move the sight with the ARROWS and press ACTION to fire. One shot per clay, 25 clays.
Every competitor plays the current event in turn, in seat order. When the last competitor has finished, the field is ranked together with the three computer athletes, medals are awarded, and the meet moves to the next event.
Athletes run and swim on their own; you supply the rhythm (alternating LEFT and RIGHT), the effort (holding ACTION to sprint in the relay), the breathing (holding UP in the pool) and the moment of the key press — the plant, the release, the turn at the wall, the shot.
Timed events rank low to high; heights, judged scores and hits rank high to low. Diving scores are execution (0–10, three judges) × degree of difficulty; the vault is difficulty plus execution, averaged over two vaults. Ties share the higher place. A false-started, disqualified or no-height result ranks last and earns no medal. Medals score 5 · 3 · 1 toward the federation table.
The federation with the most medal points when the last event closes wins the meet. Golds break ties, then silvers, then bronzes.
There is no defeat state; a competitor simply finishes lower in the table. A disqualification or a no-height counts as a nil result for that event only.
The meet autosaves after every event in browser local storage under tronsoft_meridian_games_save; choose Resume competition from the title to continue. Starting a new meet replaces the autosave. Records live under tronsoft_meridian_games_records and are kept until browser storage is cleared. In Practice, ESC abandons the current attempt and returns to the event list.