********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Track & Field manual. Converted to etext by Matthias Jaap. This manual (C) by Atarisoft 1984. TFIELD10.TXT, December 1996, etext #148. ********* Track & Field CONTESTANTS TO THE STARTING LINE Turn on your computer as explained in your owner's guide and insert the track & field disk into your disk drive. Type LOAD "",8,1 and press RETURN to boot up game. NOTE: Do not plug in controller or joysticks until game has been loaded. Press F1 to display the Options, F5 to select an Option and F3 to change the Option you have selected. To start play, press F1 or the red button on your arcade controller. To reset game, press RESTORE and press F5 to display scores during play. Be careful not to press other keys or the game may be affected. CONTROLLER OR JOYSTICK When using one arcade controller or joystick plug into Port 1. All four contestants will play off of the same controller or joystick. When using two controllers or joysticks plug the second into Port 2, the odd contestants will play off Port 1 and the even contestants will play off of Port 2. To operate your special track & field controller alternate pressing left and right RUN buttons. To jump or throw, press red button marked JUMP/THROW. When using joysttick, move left and right. Press fire button to jump or to throw. YOU'RE THE ATHLETE OF THE HOUR The weather is clear and warm. It's a perfect day for track & field events, and you're entered in several. You try to match or surpass qualifying standards, which - alas! - tend to improve as the meet progresses. You may even set new records. Go out there and bring back the gold medals for your team. THE EVENTS 100 METER DASH The distance is 100 meters, so there's no time for strategy. You dash down the track and burst through the tape at the finish line. If you beat 13.00 seconds you qualify. Don't false start, though, and be sure to lift your knees so you won't stumble. LONG JUMP How far into the sand pit can you launch yourself on your long jump? Get a good run and begin your leap before the start line to avoid fouling. Jackknife your body once you're in the air to reduce drag and increase your distance. Jump 7.00 meters and you qualify. JAVELIN THROW If you control the trajectory, your javelin travels farther. You aim for almost level flight so that energy isn't wasted on journeys up and back down. If you accidentally throw your javelin straight up, you won't qualify - but you may earn rewards of a different sort! A distance of 72.50 meters qualify you for the competition. 110 METER HURDLES You've seen athletes on TV running and hurdling for 110 meters. Now it's your turn to combine speed with technique. Stretch your legs out as you leap to avoid knocking down a gate or landing flat on your face. You qualify with 13.50 seconds. HAMMER THROW Around and around you spin, until you release the hammer. Build up speed as you rotate so that your momentum carries the missile the maximum distance. Concentrate on your aim, too, or you may be disqualified for flinging your hammer against a wall. Throw your hammer 77.00 meters to qualify. HIGH JUMP The high jump is probably your toughest event. Don't launch yourself too soon, and don't tangle with the bar. If you do, you'll earn only a red flag and a cry of "Foul." Marshall your strength and coordination to clear even higher obstacles. Jump 2.35 and you qualify for the competition. THE THRILL OF VICTORY Victory brings a warm-all-over glow. Your friends applaud, the judges stand in awe, and you're flushed with the satisfaction of giving a superior performance. Even if you experience the agony of defeat, your despair is of short duration. There'll be other days and other meets. And maybe next time... SCORING !-------------------!------!----------------------------------------! ! EVENT !POINTS! TIME/DISTANCE ! !-------------------!------!----------------------------------------! ! 100 Meter Dash ! 20 ! For every 100th of a second less than ! ! ! ! 13.00 down to 11.00 ! ! ! 30 ! For every 100th of a second ! ! ! ! less than 11.00 ! ! ! 4000 ! For qualifying (Qualifying time ! ! ! ! is 13.00 or less) ! ! ! 1000 ! For matching your opponent or the ! ! ! ! computer time. You receive these ! ! ! ! points whether you qualify or not. ! !-------------------!------!----------------------------------------! ! Long Jump ! 20 ! For every 100th meter more than 7.00 ! ! ! ! meters. ! ! ! 8000 ! For qualifying (Qualifying distance is ! ! ! ! 7.00 meters) ! ! ! 1000 ! For trying all three of your jumps. ! !-------------------!------!----------------------------------------! ! Javelin ! 20 ! For every one 10th meter over 72.50 ! ! ! ! meters. ! ! ! 8000 ! For qualifying (Qualifying distance ! ! ! ! is 72.50 meters) ! ! ! 1000 ! For throwing javelin off the top of the! ! ! ! screen without fouling. ! !-------------------!------!----------------------------------------! ! 110 Meter Hurdles ! 10 ! For every 100th of a second down to ! ! ! ! 13.00. ! ! ! 20 ! For every 100th of a second under 13.00! ! !10500 ! For qualifying (Qualifying time is ! ! ! ! 13.50 seconds) ! ! ! 1000 ! For matching your opponent or computer ! ! ! ! time exactly. ! !-------------------!------!----------------------------------------! ! Hammer Throw ! 20 ! For every one 10th meter over 77.00 ! ! ! ! meters. ! ! ! 9400 ! For qualifying (Qualifying distance ! ! ! ! is 77.50 meters) ! ! ! 1000 ! For trying all three of your throws. ! !-------------------!------!----------------------------------------! ! High Jump ! 500 ! For each successful jump. ! ! ! 1050 ! For qualifying (Qualifying height is ! ! ! ! 2.35 meters). ! ! ! 1000 ! For missing first jump twice and then ! ! ! ! qualifying. ! !-------------------!------!----------------------------------------! ********* End of The Project 64 etext of the Track & Field manual. *********