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| Tips | ||||||
| Day one tips: In the hundred metres, speed is
the only necessity. For the long jump, speed
is again vital, but the take off angle must also
he somewhere between 44-46. When going
for the shot putt, make sure that the angle is
between 44 and 47 and that there's a lot of
force behind the push. In the high jump,
jump as close to the bar as possible and then
let Daley reach an angle of 90 degrees before
bringing him down to the crash mat. With the
400 metres, it's good rhythm that's required.
(Craig Boddy in Your Spectrum issue 20)
1709
Day two tips: Taking off into the 110 metre hurdles, pace yourself so that you take only two steps between the jumps. To do this you're going to need some speed. With the pole vault, try at first to get the pole in between the uprights, then when the height goes up to 4.4m, try to position the pole just a little further back. The ultimate aim in the discus is to get the angle of attack at 45 degrees - do this and you should get 75,90m. In the javelin, use the maximum speed possible and throw the pole at an angle of between 47-49 degrees to get a distance of over 100m. The 1500m requires you to run quite fast for the first 700m, and then to slow down so that you can regain your energy. (Craig Boddy in Your Spectrum issue 20) 1710 I found a way to cheat on the high jump. When the bar is at 2.25m or more, you can qualify without jumping over the bar at all. Run up to the bar as normal and when you are right under it, hold your finger down on the jump key. This lets your score rise tremendously. (Liam Kane in Crash issue 11 , Page 133) 7621 You need one strong arm, a good amount of guts, stamina, and above all you need to be athletic! The 100m can be improved on only by getting a fast start. To do well in the long jump you need a lot of speed and aim for 50 degrees (I find 50 degrees better than the 45 degrees stated in the instructions). For the discus only hold onto one button, you will speed up as much as when you keep pressing. For the high jump you have to hit the keyboard very quickly and then when you are about to go over, hold onto the jump button. For the 110m hurdles you must get a good pattern. I find that you only need to let the runner take two steps in between each hurdle. For the shot put and javelin you should aim for 54 degrees, and don't go too fast in the 1500m (Mark Bishop in Crash issue 12 , Page 144) 7665 I discovered this tip for the discus. When Daley's speed is in the second square, throw the discus south east at an angle of 36 degrees and you will throw it a distance of 168.96 metres. I have achieved this four times. (Martin Leighton in Crash issue 12 , Page 144) 7667 Here is a quick tip on how to get quicker times on the running events in Decathlon without cheating. Select two keys adjacent to one another and to run use a golf ball on the keys by sliding from side to side very quickly. (Craig Comon in Crash issue 14 , Page 60) 7725 | ||||||
| Maps | ||||||
| http://www.worldofspectrum.org/pub/sinclair/games-maps/d/DaleyThompsonsDecathlon.png
(Pavel Pliva - brand new tip!) 13843 | ||||||
| Game bugs | ||||||
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I have discovered a couple of bugs.
In the 100m sprint, if you stay on the blocks until about 995 seconds and then run full pace, the time will reset itself and you should record a time of approximately 5 seconds. Tip 2. In the high jump, if you run until you are directly under the bar and then jump and hold the button down you should go underneath the bar without knocking it over, therefore registering a clearance. But you can only do this after about 2m 5cm. (Craig Jack in Crash issue 12 , Page 144) 7666 Day 1 In the long jump event, if you land on taking off line you do a jump of over 100 meters. :) To do this, run with speed at 50%, prepare for jumping one block before taking off line (did you see those small lines at floor, no?) and use a 30ยบ angle (more or less).
(Mike_Myers - brand new tip!) 14587 | ||||||
| Cheat modes | ||||||
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In the track events it is possible to qualify indefinitely. Do not start running before the clock reads 500 seconds or you will be given a foul. Edge to within a few metres from the finish line and wait until the clock reaches 999, at which point it ressets to 000, and then you nudge your athlete over the line; to put in an unbelievable time. (Michael Wescott in Crash issue 11 , Page 133) 7622 (Reproduced in Crash issue 84 - uncredited) When a game has ended then press a number from 0 to 9 and you should then restart the game with three athletes and your old score. This means you can achieve any score you wish but after a while the qualifying times become too difficult. (No Name Given in Crash issue 19 , Page 64) 7837 | ||||||
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(Gerard Sweeney in Hack Attack III) 2083 If you'd like to try a few more events, try these Multiface POKEs: TO CONVERT 400M TO 060M (DAY 1) POKE 26396, 1 POKE 26397, 7 POKE 44173, 48 POKE 44174, 54 POKE 42558, 60 POKE 42559, 0 POKE 42565, 40 POKE 42566, 0 TO CONVERT 400M TO 200M (DAY 1) POKE 26396, 3 POKE 44173, 50 POKE 42558, 200 POKE 42559, 0 POKE 42565, 180 POKE 42566, 0 TO CONVERT 1500M TO 800M (DAY 2) POKE 26501, 1 POKE 26502, 9 POKE 44180, 48 POKE 44181, 56 POKE 42645, 32 POKE 42646, 3 POKE 42651, 12 POKE 42652, 3 TO CONVERT 1500M TO MILE (=1609 METRES) (DAY 2) POKE 26502, 7 POKE 26504, 10 POKE 44180, 77 POKE 44181, 105 POKE 44182, 108 POKE 44183, 101 POKE 44184, 32 POKE 42645, 73 POKE 42646, 6 POKE 42651, 53 POKE 42652, 6 These fix an irritating bug whereby the sprint clock always starts randomly between 0.00 and 2.56 seconds. This can easily lose you over 2,000 points and often cost you a life when qualifying times become more difficult. Enter these POKEs and a 0.00 second start is guaranteed every time in every track event. The POKEs work for both Day 1 and Day 2. POKE 23734, 175 POKE 23735, 50 POKE 23736, 87 POKE 23737, 171 POKE 23738, 62 POKE 23739, 33 POKE 23740, 50 POKE 23741, 149 POKE 23742, 125 POKE 23743, 195 POKE 23744, 1 POKE 23745, 160 POKE 40958, 195 POKE 40959, 182 POKE 40960, 92 You may have noticed the scoring bug in the 1500 metres. If you run 65.54+ seconds faster than the qualification time, the score calculation overflows and cheats you out of 65K points. In the worst case scenario - on the first round, a run of 244.46 actually scores only 4 points instead of the correct 65,540. The following POKEs work around this by crediting you with half points, but twice over, so the points calculator never has to deal with an event score bigger than 65,536. You will see your score update twice but the end result will be the correct points award. By the way, if you watch carefully, you might spot the same thing happening in the 110m hurdles event - apparently that uses the same scoring routine. Again, the final result will be correct. POKE 23746, 237 POKE 23747, 67 POKE 23748, 211 POKE 23749, 92 POKE 23750, 205 POKE 23751, 218 POKE 23752, 130 POKE 23753, 237 POKE 23754, 75 POKE 23755, 211 POKE 23756, 92 POKE 23757, 205 POKE 23758, 218 POKE 23759, 130 POKE 23760, 195 POKE 23761, 45 POKE 23762, 168 POKE 43044, 5 POKE 43050, 195 POKE 43051, 194 POKE 43052, 92 (Day 1) This is my final bugfix for Daley Thompson's Decathlon. This one fixes the problem of Long Jump measurement in Day One, whereby with certain speed/angle/takeoff point combinations the computer will mistakenly add 2.56 metres to the jump distance. (Ever jumped 11.76m with 47 degrees? You should have had 9.20m, whether you like it or not.) In later rounds this bug may mean qualifying when the required distance is impossible (the normal, non-cheating maximum being 10.27m), thereby artificially inflating the player's final score. There are still several bugs in this game, such as jumping under the High Jump bar, allowing the track clock to reset to 000.00, landing on the Long Jump takeoff line (sometimes yielding a jump of 500+m), or releasing the Discus early. However, in normal competition those bugs do not arise. Any attempts to use them are obvious methods of cheating and are easily spotted in any RZX file. It is hoped that the bugfixes presented here will mean that any genuine attempt at Daley Thompson's Decathlon will yield a substantially fair, by-the-book score. The Long Jump bugfix POKEs (Day One): POKE 23717,58 POKE 23718,74 POKE 23719,131 POKE 23720,254 POKE 23721,0 POKE 23722,32 POKE 23723,4 POKE 23724,60 POKE 23725,50 POKE 23726,74 POKE 23727,131 POKE 23728,58 POKE 23729,66 POKE 23730,131 POKE 23731,195 POKE 23732,114 POKE 23733,138 POKE 35439,195 POKE 35440,165 POKE 35441,92 (Darren Shacklady AKA Rfout - brand new tip!) 10358 POKE 26423,x ..... Number of lives (Day 1) [x = lives+1 - EG 26423,4 -> 3 lives] POKE 26529,x ..... Number of lives (Day 2) [x = lives+1 - 26529,10 -> 9 lives] POKE 26529,10 -> 9 lives (Day 2) If you have more than 9 lives, the game can display things like 'ATHLETES $' (Mike_Myers - brand new tip!) 14595 Ultra hyper power all versions = 31932,255: 31933,119: 31935,0: 31958,0 (7cbc,ff: 7cbd,77: 7cbf,00: 7cd6,00) Infinite energy 2nd day = POKE 43380,201 (a974,c9) (Graham "Turbo" Mason - brand new tip!) 20293 | ||||||
| Complete solutions | ||||||
| Click HERE to download a recording of this game being completed, viewable on an RZX-capable emulator. Courtesy of the RZX Archive. (Daren on the RZX Archive) 11692 |
Brought to you courtesy of Gerard Sweeney and Nick Humphries
plus various other good eggs.
TT: 0 NQ: 3