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.
----------
�1987, 1998 Intellivision Productions, Inc.