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PC Spiel 1996 September
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PCS0996.ISO
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demos
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decathlo
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readme.txt
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1996-03-18
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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 CoachÆs
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.