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Welcome to Game of the Week! Each week there will be a new featured game on this page. The game may be good, average or diabolically bad, it really doesn't matter! Just look at the pics, read the text and enjoy the nostalgia! :-) Game of the Week! is open to contributions so if you would like to contribute a game article for this page you're more than welcome to! Every article we receive will be considered!
Track & Field
1984 Atari Inc.
Programmed by Joe Simko, Dan Danhof & Matt Decker
 
Most text of the present article comes from the feature on American imports by Julian Rignall, as published in the fifth issue of the British C64 magazine ZZAP!64 (September 1985).
 

 

TRACK AND FIELD
Konami

The sports simulation that took the video world by storm is very well converted to the 64 and Konami's official Track and Field. The original keyboard thumping/joystick toggling game that started off the craze for 'Decathlon' games last summer has at last been converted in its entirety, down to the little cheats and bugs that give you extra points.

Track and Field has the six original events: (in order) the 100m dash, the long jump, javelin, 110m hurdles, hammer throwing and high jump. Most are a test of speed and endurance apart from the hammer throw which tests your timing and reflexes.

The game still has the same rules as the arcade game: you have certain qualifying times and distances that you must meet; fail any one and your game is over. The game starts with the 100m dash which is purely a test of brute strength. (There is a way to cheat on this but I'm not telling you how). As soon as the referee fires his gun, smash the keyboard to bits or hurl the joystick around the room.

Once that is over it's time for the long jump. Run up to the scratch line as fast as you can and press the jump button when you're near it. You have to get the angle of the jump as near to 42 degrees as possible to gain the optimum jump (it is NOT 45 degrees).

Onto the javelin and the approach is very similar to the long jump, the only difference being that the angle should be as near to 45 degrees as possible. After the javelin comes the 110m hurdles. Use the same technique as the 100m dash but use the jump button to get over the hurdles. The hammer follows and this time it's timing that counts. Your man spins round automatically and you have to time the release of the hammer at the right time so the thing actually goes out of the safety netting and lands on the field. After this is the final, and most boring, event, the high jump. Your man runs up to the bar and you have to guide him over by using the jump button.

Once that is over, the winner of the match is acclaimed and a good rendition of 'Chariots of Fire' plays. After that little break its back to the joystick (or keyboard) for another round, only this time the qualifying times and distances are all increased (or decreased as the case may be). There are all the options of the arcade game including 1-4 players and the number of opponents. The graphics are very similar to the arcade and the scrolling is very smooth. The sound comes straight from the arcade version and apart from the lack of speech there is hardly any difference. Although 'Track and Field's are quite common on the 64 there isn't one which scores like an arcade game. Highly recommended to Track and Field fanatics.

 

Htmlized by Dimitris Kiminas (3 Sep 2002)

Note: In the title screen press F1 to access the options screen. In the options screen press F5 to circle through the options, F3 to change an option, and F1 to start the game.

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