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.