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Читы для Bruce Jenner's World Championship Decathlon

Чит-файл для Bruce Jenner's World Championship Decathlon

Bruce Jenner's World Championship Decathlon

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:Dallas Multimedia и Holy Mackerel! Media
Издатель:Interactive Magic
Жанры:Sport
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1996 г.

Hint [ENG]

Информация актуальна для
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.

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