This game is mobile device friendly and Iphone compatible. Enjoy!
Instructions and Keyboard Controls towards bottom of page.
Click “Game Reset” or F12 to Start Game
If you grew up in the 80’s you shouldn’t need instructions!! You might find some help at http://en.wikipedia.org/wiki/List_of_Atari_2600_games and look up the game you need assistance playing.
Click “Game Reset” or F12 to Begin/Restart Game
Arrow Keys – Move
Space bar to fire/action button
VIDEO GAME CARTRIDGE FOR THE ATARI® 2600™ VCS™ ATARI® 2600 TRACK & FIELD The Official Home Video Game of the 1984 Summer Olympic Games TRACK & FIELD is a trademark of Konami Industry Co., Ltd., manufactured under license. ©1983 Konami The Countdown Begins …LIVE FROM L.A…. Welcome, sports fans! It’s a clear and sunny 70 degrees here at the Coliseum – a perfect day for our contestants to demonstrate their gold medal potential in six classic Olympic events. We’ve got some tremendous competition here today for what promises to be an action-packed afternoon. CONTESTANTS TO THE STARTING LINE Insert the TRACK & FIELD cartridge in your ATARI 2600™ VCS™ as explained in your owner’s guide, and turn on the POWER switch. You can use either a joystick controller or the special Track & Field controller to play the game. Plug either controller into the LEFT CONTROLLER for one player and either one into the RIGHT CONTROLLER for two players. Player one starts the game. After the title screen is displayed, you’ll see a demonstration of two events – the 110-meter hurdles and the long jump. Press GAME SELECT to choose a one- or two-player game and one of three difficulty levels – NOVICE, ARCADE, or EXPERT. Before proceeding to the next event, you must earn a qualifying score by beating the qualifying time or distance for that event. To begin playing, player one presses the joystick button or GAME RESET. Enter your initials (so you can qualify for the Olympic gold title) by moving your joystick to the right or left and then pressing the joystick button. To return to the game options screen during game play, press GAME SELECT. Move your joystick left and right or press the run buttons alternately on the Track & Field controller to run. Hold down either the joystick button or the action button on the Track & Field controller to set an angle; release either one to jump, or to throw the hammer or javelin. The TV-TYPE switch and difficulty switches have no function in this game. GROUND RULES FOR EACH EVENT You compete in six events: 1. 100-meter dash; 2. Long jump; 3. Javelin; 4. 110-meter hurdles; 5. Hammer throw; and 6. High jump. 1. 100-METER DASH …and they’re coming down to the wire… Race to the finish line as fast as you can. You run in head-to-head competition with either the computer or your opponent. You have one try to qualify. If you run before the starter’s gun goes off, you foul. Three fouls and you’re out of the race. Hint: To make the best time, go as fast as you can! 2. LONG JUMP …an unofficial new record on the one!… Get a running start to the sand, set your angle…then jump. It’s you against the tape measure as you try to beat your opponent’s record. You have three tries to qualify. Be sure to set your angle and jump before you reach the sand. If you run into the sand, you foul. Hint: Try set your angle at 45 degrees. 3. JAVELIN …ooh! That was one tremendous toss!… Get a running start to the white line that crosses the track, set your angle, then throw the javelin. It’s you against the tape measure. You have three tries to qualify. Be sure to set your angle and throw before you reach the grass. If you cross over on to the grass, you foul. Hint: Try to set your angle at 45 degrees to maximize throw. 4. 110-METER HURDLES …Guns up for the final heat! Race to each hurdle, then jump. You must jump over ten hurdles. You run in head-to-head competition with either the computer or your opponent. You have one try to qualify. If you run before the starter’s gun goes off, you foul. Three fouls and you’re out of the race. Hint: If you hit the hurdles, it’ll slow you down! 5. HAMMER THROW …Crank it up! Make that hammer fly!… To start, push the joystick once to the right or left. As you circle around and pick up speed, throw the hammer. It’s you against the tape measure. You have three tries to qualify. Hold down the button to increase your angle. You’ll foul if you throw the hammer outside of the white lines or wait too long to throw. Hint: Watch for the player to turn red, and then throw! 6. HIGH JUMP …and he’ll be tough to beat! To get a running start, push the joystick once to the right or left, set your angle, then jump. You and your opponents take turns. You’ll foul if you touch the cross bar or if you run into the mat. Hint: Jump as close as possible to the bar, then control your fall by readjusting your angle. On Your Mark, Get Set, Go! (game screen) The game screen is divided into eleven segments, as follows: 1. PLAYER 1 INITIALS, PLAYER 1 SCORE 2. PLAYER 2 INITIALS, PLAYER 2 SCORE 3. PLAYER 1 QUALIFICATION AND FOUL INDICATORS 4. PLAYER 2 QUALIFICATION AND FOUL INDICATORS 5. SPECTATORS 6. MESSAGE DISPLAY SHOWING CURRENT TIME 7. PLAYER 2 8. PLAYER 2 CURRENT SPEED AND SPEED BAR 9. PLAYER 1 10. PLAYER 1 CURRENT SPEED AND SPEEN BAR 11. EVENT AND QUALIFYING TIME An Awesome Performance! QUALIFYING PERFORMANCES EVENT NOVICE ARCADE EXPERT 1. DASH 15:00 13:00 10:00 2. LONG JUMP 5m00 7m00 9m00 3. JAVELIN 65m50 72m50 82m50 4. HURDLES 16:00 13:50 11:30 5. HAMMER 65m00 77m00 91m00 6. HIGH JUMP 2m30 2m35 2m40 SCOREBOARD EVENT TIME/DISTANCE POINTS 1. DASH 12:00 to 8:00 6,000-17,000 2. LONG JUMP 8m00 to 10m00 10,000-14,000 3. JAVELIN 72m50 to 100m00 8,000-13,500 4. HURDLES 14:00 to 10:00 10,000-17,000 5. HAMMER 20m00 to 100m00 1,000-14,000 6. HIGH JUMP 2m15 to 2m44 8,500-15,000 ©1984 ATARI CORP. All Rights Reserved. Model CX26125 Printed in Taiwan. CO19741-125 REV. B
Emulation on mobile devices will drain your battery quite fast. I recommend playing while device is plugged into charger.