
        INSTRUCTIONS FOR RUNNING THE DECATHLON 


    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 Coachs
 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.


