INSTRUCTIONS FOR RUNNING THE DECATHLON DEMO In the Locker Room, CLICK on Lockers, Doors, etc. Events, other than the Long Jump and the Shot Put, will bring up still shots. You must CREATE an athlete before you can practice or compete in the two events. To do this, click on locker #1. Locker #1 is right next to the Coach’s Door. You may create and load other athletes in the remaining lockers but can only control the athlete in locker #1. Manipulate your athletes creation by choosing country, ethnic makeup, skill level, jumping points, running points, etc. When through, click on OK then answer yes. You may choose only to Practice in this Demo by clicking on the door Labeled FIELD. Practice allows you to choose the event you want to practice and will allow as many attempts as you want. Only the Long Jump and Shotput are available for the Demo. Other event choices will bring up still pictures. To EXIT the game, return to the Locker Room and click on the Door labeled SHOWERS. THE LONG JUMP - You can make two adjustment prior to making an attempt. You can set the athletes start position by clicking on him and dragging him back or forward. The further back you start, the more effort you put in the jump, and more risk of fouling. The other set point is the take-off board. This can be adjusted by clicking on and dragging the take-off icon. This is set as a visual aid. The closer it is set towards the board, the greater the potential jump, as well as, the greater the risk for fouling. When ready, click on the START button. The athlete will begin his run up. As the jump point nears, click on the point where you think his foot will come closest to hitting the take-off point being careful not to wait too long and foul. Once airborne, you must click again to simulate the leg throw out. Failure to do this will result in the athlete falling backwards and losing points. THE SHOT PUT - Adjust your athlete for safe or maximum efforts throws by dragging him towards the back of the throwing circle for maximum effort or towards the front for a safer attempt. Once set, press the start button to initiate the throw. The click point for the throw comes at the front of the circle where caution should be exercised not to hold on too long or your momentum will carry you outside the circle. This, of course, will constitute a foul. RESULTS for you jumps and throws will pop up in a windows box at the end of each attempt. NOTE: For best results, you should play this demo in the 256 Color mode.