Bruce Jenner's World Class Decathlon |
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佚名 |
SPECIAL TIPS
Easter Egg:
Pressing the keys K,N, A & P simultaneously will produce an
amusing sound.
Selecting Athlete Difficulty Levels:
When Building the Athletes you have a choice as to what skill
level each athlete should be at: Rookie, Average or Veteran. This
choice affects the points you get for clicking at the right
Twitch Points when competing in the decathlon, for example, the
discus release point or the long jump point. A rookie missing a
twitch point by "x" amount will get a better score than
a veteran who also misses it by the same amount. However, a
veteran will score higher than a rookie if he or she hits the
twitch points right on.
If you have really good reflexes start off with veteran.
Otherwise, play it by ear and start off with rookie. Also, make
sure you know where all the twitch points are in all the events
by checking out Competing in Each Event.
Choosing Glide or Rotation for the Shot Put:
There are two methods used for the Shot Put, the glide and the
rotation methods. The glide consists of a linear movement across
the ring. The rotation involves a one turn rotation along a
straight line. You can choose which method your athletes use by
selecting the appropriate radio button in the Create Decathlon
Athlete dialog box (see Building the Athletes). Each method is
equally useful, though, so it shouldn't make any difference to
your overall performance.
Allocating Skill Points:
As explained in Building the Athletes you can custom create
both your own athlete and those you are competing against. To do
so you enter a locker and click on the Create button, bringing up
the Create Decathlon Athlete dialog box. You have a certain
number of Skill Points available to you, which you can use up by
increasing either of your Sprinting, Middle Distance, Weight
Throwing, Jumping and Coordination Skills. In general Sprinting
will help you in the 100 Meter Dash and the 110 Meter Hurdles,
Middle Distance in the 400 Meter and 1500 Meter Races, Weight
Throwing in the Shot Put, Discus and Javelin, Jumping in the Long
Jump, High Jump and Pole Vault, and Coordination will help you in
every event. All events, however, require some combination of
different skills. For example, the 110 Meter Hurdles will also
require some jumping skills and coordination as well as sprinting
skills.
Skill points that you do not allocate to specific skill
categories such as Sprinting and Middle Distance are made
available to your athlete as endurance points, as shown in the
endurance points window. So you shouldn't necessarily allocate
all of your skill points to specific categories if you want your
athlete to have enough endurance to complete the decathlon (see
Monitoring Your Endurance). Your maximum endurance level is 100
points, if you don't allocate any skill points at all to specific
categories. You may want to start off your athlete with 50
endurance points or so, and then experiment to see what happens.
Training Your Athlete:
You can only train an athlete in the Season Mode. This mode is
selected by using the Game Season Mode menu command, which
requires you to choose how many decathlons comprise a season,
ranging from three to ten. The more decathlons you have in the
season, the more opportunity you have to train your athlete and
improve his skills and endurance.
At the end of every decathlon in the season, athletes will
earn additional skill points, depending upon their performance.
If you do nothing, these skill points will only enhance the
athlete's endurance (see Monitoring Your Endurance). You do,
however, have the option of adding some or all of these
additional skill points to any athlete's skill categories of
Sprinting, Middle Distance, Weight Throwing, Jumping and
Coordination Skills. You can do this by re-entering the locker
room, opening an athlete's locker, and pressing the Train button
(see Allocating Skill Points). Note that you can only add to the
athlete's skill categories, you cannot reduce the points already
allocated to a skill category. You can also only train a human
controlled athlete: a computer controlled athlete will be trained
by the computer.
There are two important questions to be considered in this
training of an athlete. Firstly, what portion of these additional
skill points should be allocated to individual skill categories
and what should be left on the table as additional endurance for
the athlete. Secondly, how should the portion allocated to
individual skill categories be distributed between the different
skill categories. To make these decisions you should take a look
at Reviewing Athlete Performance.
If you or any of your friends are successful in training an
excellent athlete you should consider Trading Athlete Files with
Other Players.
Trading Athlete Files with Other Players:
As explained in Building the Athletes you can save the
athletes you have custom created by clicking on the Save button
in the lockers. You can swap these files with other players to
see what impact that has on your performance. Bear in mind that
in the Game Season Mode (see Choosing the Practice, Single
Decathlon or Season Modes) your athlete will have additional
skill points made available to it in its locker after the
successful completion of each decathlon in the season (see
Playing a Season of Decathlons). After multiple decathlon seasons
you will have an athlete you can be proud of and want to share
with your friends.
Reviewing Athlete Performance:
The key to success in the Game Season mode (see Choosing the
Practice, Single Decathlon, or Season Modes) lies in custom
creating and training over a number of decathlons an outstanding
athlete. To achieve this you need to regularly review your
athlete's performance to see how it could be improved.
The first area to look at is your athlete's endurance (see
Monitoring Your Endurance). Endurance is what gives your athlete
the extra speed, stamina and strength to do better in each event.
It does replenish itself at the end of the first day of the
decathlon, ready for the second day, but you could still be
running out of it towards the end of either of the two days of a
Decathlon competition. Perhaps you don't have enough of it in the
first place, or perhaps you're burning up too much of it in the
early events. You can give yourself more endurance by allocating
less skill points to individual skill categories (see Building
the Athletes). Or you can burn up less endurance by, say,
accelerating less in the early events such as the 100 Meter Dash
on the first day or the 110 Meter Hurdles on the second day.
The second area to look at is how your athlete is doing
against its opponents in the Game Season mode (see Choosing the
Practice, Single Decathlon, or Season Modes). You can do so by
looking at the Athlete Information window accessible via the View
Athletes menu command. This window shows you the skill values for
all of the competing athletes and allows you to view the personal
records for each athlete by clicking the relevant Details button.
By comparing the personal records to the skill values for each
athlete you may learn some valuable insights about creating
better athletes for yourself.
The third area to look at is the bonus skill points that your
athlete earns in the Game Season mode for completing each
individual decathlon (see Playing a Season of Decathlons).
Depending upon the results of your analyses in the first and
second areas you may want to either let these bonus skill points
pump up your endurance level, or enter your locker room to
allocate these points to specific skill categories (see Building
the Athletes), or some combination of the two.
Tips on the 100 Meter Dash:
Build an athlete with excellent sprinting skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Build or develop an athlete with excellent endurance (see
Monitoring Your Endurance) so that you can hold down your left
mouse button for longer and accelerate further into the race. But
remember that tough 400 Meter Race later on today and the
endurance that will require.
If you have an athlete with weaker sprinting skills than its
competitors (see Reviewing Athlete Performance), you may want to
conserve your endurance for other events you are better at.
Try and anticipate the starting gun to get off to a fast
start. Remember, though, that after three false starts you will
be disqualified.
Hold down the left mouse button long enough to accelerate
ahead of the pack and then release it.
Remember to click your right mouse button at the finish to
lean your athlete's body towards the tape and gain a little extra
time.
Tips on the Long Jump:
Build an athlete with excellent jumping skills (see Allocating
Skill Points). But remember that the trade-off could be weaker
performance in other events.
Give your athlete a longer run-up to the take-off line by
dragging and dropping him further away from it. You'll burn up
more endurance (see Monitoring Your Endurance) but, potentially,
you could jump farther.
If you have an athlete with weaker jumping skills than its
competitor (see Reviewing Athlete Performance), you may want to
conserve your endurance for other events you are better at.
Try and jump as close to the take-off line as possible.
Play it safe initially by getting one good jump in at the
lowest endurance level to get some points up on the scoreboard.
Jump early before the take-off line to avoid any possibility of
fouling. Then, if you're good at the event, consider allocating
more endurance to subsequent jumps and jumping closer to the
take-off line.
Remember to click your left mouse button on landing after
jumping to throw your athlete's balance forward and stop him from
falling backwards.
Tips on the Shot Put:
Build an athlete with excellent weight throwing skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Give your athlete a longer run-up to the stopboard by dragging
and dropping him further away from it. You'll burn up more
endurance (see Monitoring Your Endurance) but, potentially, you
could throw farther.
If you have an athlete with weaker weight throwing skills than
its competitors (see Reviewing Athlete Performance), you may want
to conserve your endurance for other events that you are better
at.
Try and throw as close to the stopboard as possible.
Play it safe initially by getting one good throw in at the
lowest endurance level to get some points up on the scoreboard.
Throw early before the stopboard to avoid any possibility of
fouling. Then, if you're good at the event, consider allocating
more endurance to the two subsequent throws and throwing closer
to the stopboard.
Tips on the High Jump:
Build an athlete with excellent jumping skills (see Allocating
Skill Points). But remember that the trade-off could be weaker
performance in other events.
Give your athlete a longer run-up to the jump-off point by
dragging and dropping him further away from it. You'll burn up
more endurance (see Monitoring Your Endurance) but, potentially,
you could jump higher.
If you have an athlete with weaker jumping skills than its
competitors (see Reviewing Athlete Performance), you may want to
conserve your endurance for the next event, the 400 Meter Race.
Try and jump as close to the jump-off point line as possible.
Remember also to click again on the left mouse button to lift
your athlete's legs over the bar.
Try and rack up some points early on by jumping over an easy
height with the lowest endurance level to rack up some
scorepoints on the scoreboard. Then try a higher height you think
you can make at the lowest endurance level. If you have trouble,
try more endurance.
Think about limiting the number of jumps you do, as each jump
costs you some endurance that you may need in the next event, the
400 Meter Race. You may want to consider using the menu item
Retire from Event if you feel your previous best jump is
adaquate.
Remember, once you have fouled three times you are out of the
event, as you don't have the opportunity to fall back to an
easier height.
Tips on the 400 Meter Race:
Build an athlete with excellent middle distance skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Build or develop an athlete with excellent endurance (see
Monitoring Your Endurance) so that you can accelerate and
maintain your speed for longer by tapping on your left mouse
button.
Remember that the 400 Meters is the last event of the first
day of the decathlon. You can burn up all of your endurance as it
will be refreshed to its original starting value tomorrow
morning. Study the use of your Stride Meter to see how you can
achieve this.
If your athlete has excellent middle distance skills, think
about conserving more of your endurance in the four earlier
events for this race.
Make sure you don't run out of endurance before the end of the
race, otherwise your performance will collapse.
Tips on the 110 Meter Hurdles:
Build an athlete with excellent sprinting and jumping skills
(see Allocating Skill Points). But remember that the trade-off
could be weaker performance in other events.
Build or develop an athlete with excellent endurance (see
Monitoring Your Endurance) so that you can hold down your left
mouse button for longer and accelerate farther into the race. But
remember that tough 1500 Meter Race later on today and the
endurance that will need.
If you have an athlete with weaker sprinting and jumping
skills than its competitors (see Reviewing Athlete Performance),
you may want to conserve your endurance for the four last events
of the Decathlon.
Try and anticipate the starting gun to get off to a fast
start. Remember, though, that after three false starts you will
be disqualified.
Hold down the left mouse button long enough to accelerate
ahead of the pack and then release it.
Remember to click on your right mouse button to jump the
hurdles. The performance penalty for attempting to jump a hurdle
and knocking it over is less than that for just running through
the hurdle.
Remember to click on your right mouse button at the finish to
lean your athlete's body towards the tape and thereby gain a
little extra time.
Tips on the Discus:
Build an athlete with excellent weight throwing skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Give your athlete a longer run-up to the discus circle by
dragging and dropping him further away from it. You'll burn up
more endurance (see Monitoring Your Endurance) but, potentially,
you could throw farther.
If you have an athlete with weaker weight throwing skills than
its competitors (see Reviewing Athlete Performance), you may want
to conserve your endurance for the last three events of the
decathlon.
Try and throw as close to the discus circle as possible. But
remember, after three fouls you'll be disqualified.
Play it safe initially by getting one good throw in at the
lowest endurance level to get some points up on the scoreboard.
Throw early before the discus circle to avoid any possibility of
fouling. Then, if you're good at the event, consider allocating
more endurance to the two subsequent throws and throwing closer
to the stopboard.
Tips on the Pole Vault:
Build an athlete with excellent jumping skills (see Allocating
Skill Points). But remember that the trade-off could be weaker
performance in other events.
Give your athlete a longer run-up to the take-off point by
dragging and dropping him further away from it. You'll burn up
more endurance (see Monitoring Your Endurance) but, potentially,
you could vault higher.
If you have an athlete with weaker jumping skills than its
competitors (see Reviewing Athlete Performance), you may want to
conserve your endurance for the final two events of the
Decathlon, the Javelin and the 1500 Meter Race.
Try and vault as close to the take-off point line as possible.
Remember also to click again on the left mouse button to lift
your athlete's legs over the cross bar.
Try and rack up some points early on by vaulting over an easy
height with the lowest endurance level to rack up some
scorepoints on the scoreboard. Then try a higher height you think
you can make at the lowest endurance level. If you have trouble,
try more endurance.
Think about limiting the number of vaults you do, as each
vault costs you some endurance that you may need in the next two
events. You may want to consider using the menu item Retire from
Event if you feel your previous best jump is adaquate.
Remember, once you have missed three times at the same height
you are out of the event, as you don't have the opportunity to
fall back to an easier height.
Tips on the Javelin:
Build an athlete with excellent weight throwing skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Give your athlete a longer run-up to the foul line by dragging
and dropping him further away from it. You'll burn up more
endurance (see Monitoring Your Endurance) but, potentially, you
could throw farther.
If you have an athlete with weaker weight throwing skills than
its competitors (see Reviewing Athlete Performance), you may want
to conserve your endurance for the grueling final event of the
Decathlon, the 1500 Meter Race.
Try and throw as close to the foul line as possible. But
remember, after three fouls you'll be disqualified.
Note that you have to click on the left mouse button to throw
the javelin before you see the foul line. A shaded area on the
run-up lane indicates the throwing zone and will give early
warning of the approaching foul line.
Play it safe initially by getting one good throw in at the
lowest endurance level to get some points up on the scoreboard.
Throw early before the foul line to avoid any possibility of
fouling. Then, if you're good at the event, consider allocating
more endurance to the two subsequent throws and throwing closer
to the foul line.
Tips on the 1500 Meter Race:
Build an athlete with excellent middle distance skills (see
Allocating Skill Points). But remember that the trade-off could
be weaker performance in other events.
Build or develop an athlete with excellent endurance (see
Monitoring Your Endurance) so that you can accelerate and
maintain your speed for longer by tapping on your left mouse
button.
Remember that the 1500 Meters is the last event of the
decathlon and your last opportunity to rack up points. You can
therefore burn up all of your endurance. Study the use of your
Stride Meter to see how you can achieve this.
If your athlete has excellent middle distance skills, think
about conserving more of your endurance in the four earlier
events for this race.
Make sure you don't run out of endurance before the end of the
race, otherwise your performance will collapse.
Don't forget to use your right mouse button to change lanes
and pass athletes in front of you after you have rounded the
first bend.
Listen for the bell indicating you have one lap remaining to
run ( Bell Lap ).
Occasionally look at the decreasing distance number on the
status bar to see how much distance you have remaining to run.
This could be very useful in pacing yourself.