SUPER PRO DECATHLON for Intellivision
SUPER PRO DECATHLON
Cartridge Instructions
(For 1 to 4 Players)
TO BEGIN
Turn power switch OFF, insert cartridge, turn power switch ON and press RESET.
SUPER PRO DECATHLON title screen appears. Press any KEY or the DISC.
COMPETE OR PRACTICE?
Press 1 (Game) to compete in the full 10 event Decathlon; press 2 (Practice) if
there is a specific event you wish to practice. Beginners should practice events
individually before going on to the full Decathlon. Press ENTER after choosing.
SELECT NUMBER OF PLAYERS
Up to 4 athletes may compete in the Decathlon. Press 1 to 4, then press ENTER.
SELECT DIFFICULTY
Each event has a minimum time, distance, or height you must beat for your score
to count. This minimum level is determined by the Difficulty you select: press 1
(Amateur), 2 (Olympic), or 3 (Super Pro), then ENTER.
THE DECATHLON
The Decathlon is judged on a point system which assigns approximately 1,000
points for a great performance in an event (it is possible to exceed 1,000 points
for a truly exceptional performance). An outstanding performance in one event can
make up for a poor showing in another event.
If you don't exceed the minimum level for an event (see SELECT DIFFICULTY,
above), no points are awarded.
Each event is announced as it is to be played. You have at lease three attempts
at each event; your best attempt is recorded. Once all players have finished an
event, the results appear, along with the number of points earned for the event
and the number of points each player has earned so far in the Decathlon.
After the 10th event, the game summary appears, showing each player's best
performance and points for each event. The player with the highest point total
wins.
PRACTICE
If you have chosen PRACTICE, the EVENT MENU appears. Press the TOP or BOTTOM of
the DISC to highlight events. Press ENTER to select the highlighted event.
The COACHING screen appears, giving advice on how to use your hand controller for
best performance. Press ENTER to go to the practice field. Practice as much as
you like. Your score is shown after each attempt. Press ENTER to try the event
again. Players alternate attempts for their personal best scores. When finished,
press CLEAR while score is onscreen to return to the EVENT MENU. Select another
event to practice, or press RESET and go on to the full Decathlon!
THE GAMES
Each game is unique. You will have to learn different ways to use the hand
controller -- even different ways to hold the hand controller. To win, you must
master them ALL!
HOW TO RUN
Most important is mastering how to run. Quickly tap alternate sides of the DISC
repeatedly (left-right-left-right ... ) or spin the DISC, whichever you are more
comfortable with. For many events you will have to press or hold a SIDE KEY while
running. PRACTICE!
GET READY
Each event starts with a display of information:
PLAYER NO. / WHAT YOU MUST BEAT
ATTEMPT NO. / YOUR BEST PERFORMANCE SO FAR
GET READY
This information serves as your get-ready" warning. For running events, the
information will disappear with a gun shot. GO! For other events, you can begin
any time after "GET READY" disappears.
The games are always played in the following order:
1. 100 METER DASH (3 attempts): Wait for the gun (starting early disqualifies the
attempt), then run as fast as you can for the finish line! The lower your time,
the more points awarded.
2 BROADJUMP (3 attempts): After "GET READY" disappears, start running as fast as
you can. At some point after you pass the brown line (practice to find the best
point!), HOLD IN ANY SIDE KEY to "gear up" for the jump; RELEASE the SIDE KEY
before the foul line (grass) to actually jump. Don't cross the foul line -- the
attempt will be disqualified. Keep running until you release the SIDE KEY. The
greater the jump distance (measured from the foul line), the more points awarded.
3. SHOT-PUT (3 attempts): After "GET READY" disappears, spin the DISC as fast as
you can. The shot is released automatically. The greater the throw distance, the
more points awarded.
4. HIGHJUMP (3 attempts, continuing until you fail to clear the bar): After "GET
READY" disappears, start running as fast as you can. Time your jump just before
reaching the bar. Press ANY SIDE KEY to start your jump; press the SIDE KEY
repeatedly to add power to your jump, until you start to fall. get three attempts
at the starting height; succeed on any of the attempts, and the bar is placed
higher than before! You then have one attempt at each new height until you fail.
The higher your last successful jump, the more points awarded.
5. TRIPLEJUMP (3 attempts): After "GET READY" disappears, start running as fast
as you can. After you pass the brown line, HOLD IN ANY SIDE KEY to gear up" for
the jump; RELEASE the SIDE KEY before the foul line (grass) to actually jump.
Don't cross the foul line -- the attempt will be disqualified. Keep running until
you release the SIDE KEY. Just before hitting the ground, press ANY SIDE KEY
again. This gives you the second jump (timing is important; pressing the SIDE KEY
too late will result in a poor jump).Just before hitting the ground a second
time, press ANY SIDE KEY again. This gives you the third jump. The greater the
total distance for the three jumps (measured from the foul line), the more points
awarded.
6. 110 METER HURDLES (3 attempts): Wait for the gun (starting early disqualifies
the attempt), then run as fast as you can for the finish line! Press ANY SIDE KEY
to jump a hurdle; time it right, or you'll hit the hurdle. There is no penalty
for knocking over a hurdle, except that it slows you down. The lower your time,
the more points awarded.
7. DISCUS THROW (3 attempts): After "GET READY" disappears, spin the DISC as fast
as you can as you (automatically) approach the foul line. Press ANY SIDE KEY to
release the discus before you reach the line. Don't cross the foul line before
releasing the discus-the attempt will be disqualified. The greater the throw
distance (measured from the foul line), the more points awarded.
8. POLE VAULT (3 attempts, continuing until you fail to clear the bar): After
"GET READY" disappears, start running as fast as you can. Time your jump just
before reaching the bar. Press ANY SIDE KEY to plant your pole; press the SIDE
KEY repeatedly to add power to your jump, until you start to fall. You get three
attempts at the starting height; succeed on any of the attempts, and the bar is
placed higher than before! You then have one attempt at each new height until you
fail. The higher your last successful jump, the more points awarded.
9. JAVELIN THROW (3 attempts): After "GET READY" disappears, start running as
fast as you can. Press ANY SIDE KEY to start the throwing sequence. You only need
to press the SIDE KEY once. But time it just right -it takes a moment to wind up
to throw; too early and you'll throw too far before the foul line; throw it too
late, and you'll be over the foul line (the attempt is disqualified). The greater
the throw distance (measured from the foul line), the mom points awarded.
10. 400 M. DASH (3 attempts): A test of stamina! Wait for the gun (starting early
disqualifies the attempt), then run as fast as you can for the finish line! The
lower your time, the more points awarded.
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©1987, 1998 Intellivision Productions, Inc.
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