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- INSTRUCTIONS FOR RUNNING THE DECATHLON DEMO
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- 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 CoachÃs
- 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.
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- 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.
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