VIDEO GAME CARTRIDGE FOR THE ATARI® 2600™ VCS™
ATARI® 2600
TRACK & FIELD
The Official Home Video Game of the
1984 Summer Olympic Games
TRACK & FIELD is a trademark of Konami Industry Co., Ltd., manufactured under license. ©1983 Konami
The Countdown Begins
…LIVE FROM L.A….
Welcome, sports fans! It’s a clear and sunny 70 degrees here at the Coliseum – a perfect day for our contestants to demonstrate their gold medal potential in six classic Olympic events. We’ve got some tremendous competition here today for what promises to be an action-packed afternoon.
CONTESTANTS TO THE STARTING LINE
Insert the TRACK & FIELD cartridge in your ATARI 2600™ VCS™ as explained in your owner’s guide, and turn on the POWER switch.
You can use either a joystick controller or the special Track & Field controller to play the game. Plug either controller into the LEFT CONTROLLER for one player and either one into the RIGHT CONTROLLER for two players. Player one starts the game.
After the title screen is displayed, you’ll see a demonstration of two events – the 110-meter hurdles and the long jump.
Press GAME SELECT to choose a one- or two-player game and one of three difficulty levels – NOVICE, ARCADE, or EXPERT.
Before proceeding to the next event, you must earn a qualifying score by beating the qualifying time or distance for that event.
To begin playing, player one presses the joystick button or GAME RESET. Enter your initials (so you can qualify for the Olympic gold title) by moving your joystick to the right or left and then pressing the joystick button.
To return to the game options screen during game play, press GAME SELECT.
Move your joystick left and right or press the run buttons alternately on the Track & Field controller to run. Hold down either the joystick button or the action button on the Track & Field controller to set an angle; release either one to jump, or to throw the hammer or javelin.
The TV-TYPE switch and difficulty switches have no function in this game.
GROUND RULES FOR EACH EVENT
You compete in six events:
1. 100-meter dash; 2. Long jump; 3. Javelin; 4. 110-meter hurdles; 5. Hammer throw; and 6. High jump.
1. 100-METER DASH …and they’re coming down to the wire…
Hint: To make the best time, go as fast as you can!
2. LONG JUMP …an unofficial new record on the one!…
Hint: Try set your angle at 45 degrees.
3. JAVELIN …ooh! That was one tremendous toss!…
Hint: Try to set your angle at 45 degrees to maximize throw.
4. 110-METER HURDLES …Guns up for the final heat!
Hint: If you hit the hurdles, it’ll slow you down!
5. HAMMER THROW …Crank it up! Make that hammer fly!…
Hint: Watch for the player to turn red, and then throw!
6. HIGH JUMP …and he’ll be tough to beat!
Hint: Jump as close as possible to the bar, then control your fall by readjusting your angle.
On Your Mark,
Get Set,
Go!
(game screen)
The game screen is divided into eleven segments, as follows:
1. PLAYER 1 INITIALS, PLAYER 1 SCORE
2. PLAYER 2 INITIALS, PLAYER 2 SCORE
3. PLAYER 1 QUALIFICATION AND FOUL INDICATORS
4. PLAYER 2 QUALIFICATION AND FOUL INDICATORS
5. SPECTATORS
6. MESSAGE DISPLAY SHOWING CURRENT TIME
7. PLAYER 2
8. PLAYER 2 CURRENT SPEED AND SPEED BAR
9. PLAYER 1
10. PLAYER 1 CURRENT SPEED AND SPEEN BAR
11. EVENT AND QUALIFYING TIME
An Awesome
Performance!
QUALIFYING PERFORMANCES
EVENT |
NOVICE |
ARCADE |
EXPERT |
1. DASH |
15:00 |
13:00 |
10:00 |
2. LONG JUMP |
5m00 |
7m00 |
9m00 |
3. JAVELIN |
65m50 |
72m50 |
82m50 |
4. HURDLES |
16:00 |
13:50 |
11:30 |
5. HAMMER |
65m00 |
77m00 |
91m00 |
6. HIGH JUMP |
2m30 |
2m35 |
2m40 |
SCOREBOARD
EVENT |
TIME/DISTANCE |
POINTS |
1. DASH |
12:00 to 8:00 |
6,000-17,000 |
2. LONG JUMP |
8m00 to 10m00 |
10,000-14,000 |
3. JAVELIN |
72m50 to 100m00 |
8,000-13,500 |
4. HURDLES |
14:00 to 10:00 |
10,000-17,000 |
5. HAMMER |
20m00 to 100m00 |
1,000-14,000 |
6. HIGH JUMP |
2m15 to 2m44 |
8,500-15,000 |
©1984 ATARI CORP. All Rights Reserved. Model CX26125
Printed in Taiwan. CO19741-125 REV. B
Transcribed May, 2000 by Dan Cage for www.Atari Age.com