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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