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Super Pro Decathlon [Model 9008]

Mattel Intellivision cart. published 36 years ago by INTV Corp.

Listed in MAME

Super Pro Decathlon [Model 9008] screenshot

Super Pro Decathlon © 1988 INTV.

1. 100 METER DASH (3 attempts): Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! The lower your time, the more points awarded.

2 BROADJUMP (3 attempts): After GET READY disappears, start running as fast as you can. At some point after you pass the brown line (practice to find the best point!), HOLD IN ANY SIDE KEY to gear up for the jump; RELEASE the SIDE KEY before the foul line (grass) to actually jump. Don't cross the foul line -- the attempt will be disqualified. Keep running until you release the SIDE KEY. The greater the jump distance (measured from the foul line), the more points awarded.

3. SHOT-PUT (3 attempts): After GET READY disappears, spin the DISC as fast as you can. The shot is released automatically. The greater the throw distance, the more points awarded.

4. HIGHJUMP (3 attempts, continuing until you fail to clear the bar): After GET READY disappears, start running as fast as you can. Time your jump just before reaching the bar. Press ANY SIDE KEY to start your jump; press the SIDE KEY repeatedly to add power to your jump, until you start to fall. get three attempts at the starting height; succeed on any of the attempts, and the bar is placed higher than before! You then have one attempt at each new height until you fail. The higher your last successful jump, the more points awarded.

5. TRIPLEJUMP (3 attempts): After GET READY disappears, start running as fast as you can. After you pass the brown line, HOLD IN ANY SIDE KEY to gear up for the jump; RELEASE the SIDE KEY before the foul line (grass) to actually jump. Don't cross the foul line -- the attempt will be disqualified. Keep running until you release the SIDE KEY. Just before hitting the ground, press ANY SIDE KEY again. This gives you the second jump (timing is important; pressing the SIDE KEY too late will result in a poor jump).Just before hitting the ground a second time, press ANY SIDE KEY again. This gives you the third jump. The greater the total distance for the three jumps (measured from the foul line), the more points awarded.

6. 110 METER HURDLES (3 attempts): Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! Press ANY SIDE KEY to jump a hurdle; time it right, or you'll hit the hurdle. There is no penalty for knocking over a hurdle, except that it slows you down. The lower your time, the more points awarded.

7. DISCUS THROW (3 attempts): After GET READY disappears, spin the DISC as fast as you can as you (automatically) approach the foul line. Press ANY SIDE KEY to release the discus before you reach the line. Don't cross the foul line before releasing the discus-the attempt will be disqualified. The greater the throw distance (measured from the foul line), the more points awarded.

8. POLE VAULT (3 attempts, continuing until you fail to clear the bar): After GET READY disappears, start running as fast as you can. Time your jump just before reaching the bar. Press ANY SIDE KEY to plant your pole; press the SIDE KEY repeatedly to add power to your jump, until you start to fall. You get three attempts at the starting height; succeed on any of the attempts, and the bar is placed higher than before! You then have one attempt at each new height until you fail. The higher your last successful jump, the more points awarded.

9. JAVELIN THROW (3 attempts): After GET READY disappears, start running as fast as you can. Press ANY SIDE KEY to start the throwing sequence. You only need to press the SIDE KEY once. But time it just right -it takes a moment to wind up to throw; too early and you'll throw too far before the foul line; throw it too late, and you'll be over the foul line (the attempt is disqualified). The greater the throw distance (measured from the foul line), the mom points awarded.

10. 400 M. DASH (3 attempts): A test of stamina! Wait for the gun (starting early disqualifies the attempt), then run as fast as you can for the finish line! The lower your time, the more points awarded.

TECHNICAL

Model 9008

TRIVIA

Super Pro Decathlon was the only new title released by INTV Corp. not done by one of the original Mattel Electronics programmers. Scott Robitelle was a friend of Dave Warhol's who had done the hardware design of the development systems used by Realtime Associates. Dave gave him a shot at designing a game. Super Pro Decathlon was timed for release with the 1988 Summer Olympics.

For the title screen music, Dave Warhol recycled the fanfare he wrote for the unreleased Mattel Electronics cartridge Go For The Gold.

STAFF

Design/Program/Background Graphics: Scott Robitelle
Animations: Connie Goldman
Music/Sound: David Warhol
Package illustration: Steve Huston

SOURCES

Game's ROM.