Carl Lewis Olympic Decathalon
Name: Carl Lewis Olympic Decathalon
Programmer(s): Rich Fife
Publisher: Softie
Year: 1989
Description:
Carl Sagan Productions released Decathlon for the Apple II in 1981, creating one of the first track and field simulations for home computers. The game challenged players to compete in all ten events of the Olympic decathlon, testing both reflexes and strategy.
Players controlled an athlete through ten different events: 100-meter dash, long jump, shot put, high jump, 400-meter run, 110-meter hurdles, discus, pole vault, javelin, and 1500-meter run. Each event used different control methods. Running events required players to alternate pressing two keys as fast as possible to build speed. Field events combined timing and angle selection. In the javelin throw, players set their run-up speed, then chose the release angle at the right moment.
The game displayed simple stick-figure graphics typical of early Apple II games. Athletes appeared as basic line drawings against solid color backgrounds. Despite these limitations, the animations clearly showed running strides, jumping motions, and throwing techniques. Sound effects consisted of basic beeps and tones marking the start of races and successful attempts in field events.
What made Decathlon special was its scoring system. The game calculated points using actual decathlon scoring tables, not simplified arcade scoring. This meant players had to think strategically about which events to focus on. A great performance in the shot put might earn more points than a mediocre javelin throw. Players could compete against the computer or take turns with friends, comparing total scores across all ten events.
The control scheme proved challenging but fair. Running events tested how fast players could mash keys without cramming them. Field events demanded precise timing. The pole vault stood out as particularly difficult, requiring players to coordinate their run-up speed, pole plant timing, and bar clearance angle.
Decathlon influenced later track and field games by proving that complex athletic competitions could work on home computers. Games like Summer Games and Track & Field borrowed its multi-event structure and control concepts. The game also showed that sports simulations could balance realism with playability on limited hardware.
Technical constraints forced creative solutions. The Apple II's limited memory meant each event loaded separately from disk. Players waited between events as the disk drive clicked and whirred. The game used the Apple II's four-color high-resolution graphics mode, creating recognizable sports scenes with minimal resources.
Decathlon remains an important early sports game that demonstrated how simple graphics and controls could create engaging athletic competition. Its focus on authentic scoring and varied gameplay mechanics established patterns that sports games still follow today.