Track and Field
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Name:
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Track and Field |
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| Company: |
Atari |
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Model #:
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CX-26125 |
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Programmers:
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Seth Lipkin, Jaques Hugon, and Allen Wells
(GCC)
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| Year: |
1984 |
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Released?
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Yes
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Notes:
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Port of the 1983 Konami/Centuri coin-op
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In 1983 Centuri developed what would become the model for
track games for years to come. Track and Field (also known
as Hyper Olympics outside the US) is quite possibly one of the
most addictive multiplayer sports games ever created. It
seemed only natural that with the 1984 Olympics in town that
Atari would want to cash in with their sponsorship, so while the
Atari 800XL became the official computer of the 1984 Los Angeles
Olympics (I wasn’t aware there was an official Olympic
computer), Track and Field became the official game.
Originally Track and Field was going to simply be called the Los
Angeles 1984 Games, but was changed back to Track and Field
before being released. Prototypes with the original title
still exist, and if the Atari 8-bit version is played on a PAL
machine it still displays this title (it is unknown if the 5200
prototype displays the same behavior as there are no PAL 5200’s
to test it on).

The beauty of Track and Field lies in its simple controls
and easy to learn rules. Originally the game came with its
own special controller (a three button pad with two run buttons
and a jump button), but this controller only served to mimic the
arcade controls and was not required by the game itself. If the
player did not have the special controller, they could simply
push the joystick left and right to simulate the running
buttons. Activision's Decathlon used a similar setup, and
not-so coincidentally can be played with the Track and Field
controller.

Track and Field consists of six events. These
events are really a set of six separate mini-games which each
player must master. The key to winning most events is knowing
when to hit the jump/throw button and the most optimal angel to
jump or throw at. Careful timing will make the difference
between sweet victory and bitter defeat. Each event has a
qualifying score which the player must meet or pass to advance
to the next event or they loose a life (I guess it really is do
or die!). Every time a player cycles through all six
events the qualifying scores increase until they require super
human reflexes to beat.

Event #1: 100m Dash
The 100m Dash is the easiest of the six events to
master. Simply push left and right as fast as you can
until your man crosses the finish line. If the player
moves before the starter gun is fired it counts as a false start
(two false starts and the player fails the event). Since
there's no jump button involved, this event is one of the
easiest to qualify for even at the higher levels.

Event #2: Long Jump
The Long Jump is player in much the same way as the 100m
Dash, except the player must push the jump button before they
reach the white line at the end of the track. If the
player crosses the white line it is considered to be a fault and
they loose one of their three attempts. The amount of time
the player holds down the jump button at the end of the track
determines the angle of the jump. The angle starts out at
0 degrees and increases the longer the button is held
down. The optimal jump angle is 45 degrees. Be
careful in timing your jump your player will keep moving as
you're choosing your angle (unlike in the arcade where your
player would stop while the angle was being displayed). To
jump at a small angle make sure you start holding the button
down well in advance of the white line.

Event #3: Javelin
Similar to the Long Jump except instead of jumping at the
end of the track, the player throws a javelin instead. As
with the Long Jump, the longer the player holds down the throw
button the steeper the angle of the throw. This event is
one of the easiest to qualify for due to the super human
throwing ability of your character. Watch out, because you
will move while the angle is being calculated in this event as
well. The optimal throwing angle is 42 degrees.

Event #4: 110m Hurdles
The 110m Hurdles are exactly the same as the 100m Dash
except the player must constantly push the jump button to clear
the incoming hurdles. Hitting a hurdle will slow your
character down and cost the player some time at the end of the
event.

Event #5: Hammer Throw
The Hammer Throw is completely different from the other
five events. This event is all about timing rather than
rapid button mashing. Once the event starts the hammer
thrower will begin to slowly flash red. Each rotation is
marked by the hammer thrower flashing red and making a
sound, the speed of the flashes get faster and faster the longer
you wait until eventually you foul out.
The secret to winning this event is to release the hammer
when the thrower has maximum speed but before you foul.
The tricky part is making sure the hammer will fly straight
ahead instead of to the side. If the hammer veers off
course it will hit the sides of the cage and be counted as a
fault. Complicating matters is the fact that the thrower
is moving with great speed so timing the release of the hammer
is more a matter of luck than skill. This is one of the
hardest events in which to qualify.

Event #6: High Jump
The High Jump is the sixth and final event. This
event is played like the Long Jump except instead of going for
distance, players are trying to go for height (about 65 degrees
is considered optimal). Unlike the other events, the angle
counter starts at 90 degrees (straight up) and decreases the
longer the player holds down the jump button. The High
Jump is a special event as the player must complete the High
Jump several times until the qualifying height has been reached
(extra points are awarded for going over). For some odd
reason your character automatically runs for you in this event
so there is no need to push left and right. This event is
rather difficult to complete, but practice is the key.

Track and field is simply amazing on the 2600. It’s
hard to believe that they could squeeze the entire arcade game
into a tiny 2600 cartridge, but they managed it somehow.
Unfortunately Track and Field was released right as Atari was
experiencing major financial difficulties and was only released
in very small quantities (the Atari 8-bit version suffered a
similar fate). The label is also something of a mystery as
it is in black & white instead of color (except for the
title which is in pink!) and has the wrong part number on it
(the label says CX26127 which is actually Gremlins part number,
it should say CX26125). It is unknown why the label looks
this way, but it could be due to the cost cutting measures that
were in place at the time. The box is particularly
difficult to come by as it was oversized to fit the special
controller and easily damaged.
| Version |
Cart Text |
Description |
| ?/??/84 |
N/A |
Title screen says 1984 Los
Angeles Games |
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|