About the Game
History
How to Play
Geneology
Imitations
Links

Original Release
Arcade

Other Releases
Apple II
Atari 2600
Atari 5200
Atari 8-Bits
Commodore 64
ColecoVision
Famicom / NES

Picture Galleries
Coming Soon

Screenshot Galleries
Title
100 Meter Dash
Long Jump
Javelin Throw
110 Meter Hurdles
Hammer Throw
High Jump

Audio Clip Galleries
Sign In
Starting an Event
A New World Record!
Game Over
Leaderboard

How to Play Track and Field

Track and Field puts you in the Olympic spotlight, and gives you a chance to show your stuff in six world-famous events. In each event, hit the "run" buttons as quickly as you can to pick up speed, and then at the right moment, hit the "jump" button to launch yourself or your projectile into the air! But sometimes the "jump" button requires a little more finesse, and you must be careful not to release the button too soon... or hold it too long!

In the 100 Meter Dash, the rules are simple: run as fast as you can! Two players can face off against each other in this event, or one player can challenge the computer. Of course the first one across the finish line wins the race, but everyone will advance to the next event as long as they beat thei qualifying time.

In the Long Jump, pick up some speed on the track, and then fling yourself as far as you can into the sand! The faster you can run, the longer your jump, but getting the right angle is even more important.

In the Javelin Throw, you again sprint for speed, before hurling your javelin through the air. Just like with the Long Jump, speed is important, but so is the angle of your throw.

In the 110 Meter Hurdles, you again have a chance to face off against a fellow human, or the computer. Once again, crossing the finish line first wins you bragging rights, but beating the qualifying time is essential to surviving the game. And this time there are hurdles! Hit the jump butt on at the right time to clear each hurdle and keep up your speed. Missed hurdles will hurt, eating up precious seconds as you try to regain your speed. Best advice: don't miss.

The Hammer Throw is a little different than the other events. Instead of running, the "run" buttons spin you in a circle, gathering more and more momentum before tossing the hammer. The timing of your "jump" is very crucial to a good throw. Fractions of a second will make a difference not only in distance, but direction as well.

Finally, show how well you can lift yourself off the ground in the High Jump. With the right speed and angle, you can clear the bar and then try for an even higher jump!

In the Long Jump, Javelin Throw and Hammer Throw, you have three tries, after which the longest distance will determine whether you succeeded or failed. In the High Jump, the bar will be set higher with each successful jump, until you finally miss three jumps. Every event you pass earns you an invitation to the next event. If you pass all six, you start again in the 100 Meter Dash, but now the qualifying time is even shorter! Good luck and good running!