Track & Field is an arcade game developed and published by Konami in 1983. Track & Field was developed to coincide with the then-upcoming 1984 Summer Olympics, and the original version (Japan's Hyper Olympic) was licensed by the International Olympic Committee. The game features 3 buttons, and no joystick. Track & Field rewards rapid button presses and precise timing in a unique and exciting way, and these concepts would define the genre for years to come. Players would resort to all manner of trickery in an attempt to eke out as many button presses as possible, and button damage was rampant, causing later controls to adopt button guards for the Run buttons, and finally replace both with a trackball. Track & Field also bred fierce competition, particularly because players could compete head-to-head. So much so in fact, that the game was at the center of history's largest arcade video game tournament, the "1984 March of Dimes International Konami/Centuri Track & Field Challenge", with over 1 million contestants worldwide. Of technical interest, the game features early digitized speech, and is one of the first video games to feature parallax scrolling.

Game Objectives

  • Emulator used: MAME-RR v0.139 v0.1-beta
  • Aims for fastest time
  • Aims for maximum score without sacrificing Frames
  • Abuses programming errors for entertainment
  • Entertains without sacrificing Frames
  • Breaks a World Record. For real this time.

DIP Switch Settings

  • Credits set to Free Play
  • After Last Event set to Game Over
  • Bonus Life set to None
  • Data Entered Erased set to On
  • Level of Difficulty set to Difficult

Comments

As a bonus, the input for this TAS also works with Hyper Olympic!
This game is pure button-tapping speed and precise timing...it begs to be TASed!
In the United States, Track & Field was licensed for distribution by Centuri. This particular version of the game features more demanding Qualifying requirements in many Events. This TAS uses this version of the game for its enhanced difficulty.
Each Event has subtle differences in its input mechanics. The different mechanics are also used in different combinations.
If a player crosses the finish line in 100 Meter Dash or 110 Meter Hurdles while traveling at a rate of less than 100 cm/sec, run posture is canceled and the player will walk across the finish line.
If Speed exceeds 1520 cm/sec, the area around the Speed value turns blue and the "cm/sec" is hidden.

Event By Event Comments

100 Meter Dash

This is a straightforward trouncing of the Computer.
There is an 8 Frame delay after 1st Run input (leaving the starting blocks) and a 9 Frame delay after 2nd Run input (first step). Press Run 1 on Frame 1060, press Run 2 on Frame 1069, and then Press Run 1 on Frame 1079 to begin with optimum efficiency.
For maximum Speed, press a Run button for 1 Frame and then release for 1 Frame. Repeat as needed. There is no need to alternate between Run button 1 and Run button 2.
The RNG is determined by the Frame on which the Event begins.
Computer's performance is determined by the RNG and the Hero's performance. The faster the Hero's Speed, The faster the Computer's Speed. Note that the Computer's maximum Speed is about 1,300 cm/sec.
Time elapses at a rate of :05 per each 3 Frames, or :01.66 per Frame.
Maximum attainable Speed is 1442 cm/sec.
The Computer's Time of 09:02 is the 2nd fastest in the world. The game ignores this.
Of interest, the 06:92 Time is identical to the NES TAS--despite no pause glitch!

Long Jump

For this Event, the goal is to Qualify with minimal excess.
For maximum Speed, press a Run button for 1 Frame and then release for 1 Frame. Repeat as needed. There is no need to alternate between Run button 1 and Run button 2.
The nearest location from which to begin a jump is X Major 2 X Minor 26.
When the Hero reaches X Major 2 X Minor 33, Speed is locked at its current value until the Try is completed.
Beginning a Jump while the Hero's foot is in contact with the Foul line provides additional Speed to the Jump. This additional Speed ranges from 20-50 cm/sec, in increments of 10, based on the proximity of the right edge of the Hero's foot to the right edge of the Foul Line.
The priority in this case is not simply to Jump on the last possible Frame at maximum Speed, but rather to Jump on the last possible Frame at the maximum Speed that also allows the maximum Speed bonus from the Foul Line. As such, Run input is ended 8 Frames earlier than necessary in order to coordinate maximum Speed bonus from the Foul Line and minimal excess during the Jump.
Maximum attainable Speed before the Foul Line bonus is 1517 cm/sec. Maximum attainable Speed after the Foul Line bonus is 1557 cm/sec.
Qualifying on 3rd Try saves several Frames compared to qualifying on 1st Try or 2nd Try.

Javelin Throw

For this Event, the goal is to Qualify with minimal excess.
The last possible location from which to begin a Throw is X Major 5 X Minor 11.
Maximum attainable Speed is 1545 cm/sec. At this Speed, the Hero travels at 5-6 pixels per Frame.
The Hero travels at 5-6 pixels per Frame. Javelin travels at a maximum rate of 4 pixels per Frame. As such, it is faster for the Hero to run as far as possible before the Throw is begun.
During the approach, Speed is increased by using the same pattern of Run input used during 100 Meter Dash and Long Jump.
After the Throw has begun, pressing the Run buttons increases Javelin's momentum. During this phase, the optimal pattern of Run input is different than the pattern of Run input used during 100 Meter Dash and Long Jump.
For maximum momentum after a Throw has begun, press a Run button for 1 Frame, press the other Run button on the next Frame, and then release both buttons for 1 Frame. Repeat as needed. Obviously for this pattern of Run input it is necessary to alternate between Run button 1 and Run button 2.
A 21° Throw during 2nd Try saves 3 Frames compared to a 20° Throw.
This Event can be completed 3 Frames earlier by using the "optimal" input while the Javelin is in flight. However, in 110 Meter Hurdles, this causes Computer to finish 2 Frames later and later causes Hammer Throw to start 1 Frame later, thereby negating the 3 Frames saved during Javelin Throw. Furthermore, High Jump starts 1 Frame later. As such, the pattern of Run input used during 100 Meter Dash and Long Jump is used instead.

110 Meter Hurdles

As with 100 Meter Dash, this is an all-out race to the finish.
The RNG is determined by the Frame on which the Event begins and the result of the previous Event.
Computer's performance is determined by the RNG and the Hero's performance. The faster the Hero's Speed, The faster the Computer's Speed. Note that the Computer's maximum Speed is about 1,197 cm/sec, and his fastest possible Time is 12:45. Computer can be made to finish with a time of 12:44, but this requires that the Hero finish with the same (or very nearly the same) time.
The first Frame of a Hurdle falling has a graphical glitch.
A minor collision with a Hurdle decreases Speed by 300 cm/sec.
A major collision with a Hurdle decreases Speed to 200 cm/sec.
When a Jump begins, Speed is decreased by 300 cm/sec.
After landing, movement is stopped for 1 Frame and Speed is increased by 200 cm/sec.
If each Hurdle is Jumped on the last possible Frame, there is not enough space to successfully jump the last Hurdle.
This Event can be completed on the same Frame whether the Hurdles are jumped on the earliest or last possible Frame. However, jumping each Hurdle on the last possible Frame results in a Time of 08:89 compared to 08:87 for jumping each Hurdle on the earliest possible Frame. As such, each Hurdle is Jumped on the earliest possible Frame for a higher Score.

Hammer Throw

For this Event, the goal is to Qualify with minimal excess.
For maximum momentum, press a Run button for 1 Frame, and then press the other Run button on the next Frame. Repeat as needed. This pattern of Run input is unique to this Event.
The RNG is determined by the Frame on which the Event begins and the result of the previous Event or Try.
The RNG determines the distance of a Throw to a small extent.
The Qualifying Throw is made during 2nd Try because a more favorable RNG allows for an earlier Throw than during 1st Try or 3rd Try.

High Jump

For this Event, the goal is to Qualify with minimal input.
Because this is the final Event, there is no need to Foul. After Qualifying, the game will automatically Foul to Game Over.
Unlike other Events, there is no need to use the Run buttons to increase momentum during the approach. Rather, the Run buttons are used after the Jump has begun to increase the Hero's momentum.
For maximum momentum after a Jump has begun, press a Run button for 1 Frame, press the other Run button on the next Frame, and then release both buttons for 1 Frame. Run input can be entered starting 2 Frames after the Frame on which Jump/Throw is pressed. Note that it is possible to overflow the momentum value.
After a Jump has begun, pressing the Run buttons increases the Hero's momentum. This value is indicated by memory address 28B3. Unlike other Events, 28B3 does not increase the value at 28B2 when it exceeds a value of 9. Rather, 28B3 can be increased to its maximum value (255) and will overflow to 0 if it exceeds 255.
Without using Run input during a Jump, the highest point of a 90° Jump is Y 91.
Using optimum Run input during a Jump, the highest point of a 90° Jump is Y 103.

Fog: Judging.
Fog: There has been a good amount of discussion about the goals of the submission, with the consensus being that the submission should have aimed for the highest possible scores. While maximum score is a valid category, going for the fastest completion is also a valid goal choice for this game. Going by the audience reception as well as my own thoughts, the game is just not Moons material, so fastest completion and maximum score are the only two valid categories.
With that aside, there are not any outstanding issues with this run that would prevent this from being accepted here.
Accepting for Vault.
thecoreyburton: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #5673: £e_Nécroyeur's Arcade Track & Field in 04:01.25
Spikestuff
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Posts: 6324
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Doesn't aim for furthest/highest possible score (aka WR) and instead just goes for qualifying scores. Yeah, this is a very heavy No Vote. What you did was this but the difference (besides one's NES and has more events) is that you actually decided to submit instead. Similar to this TAS that's already in Vault, and you want to know a difference? It had more events. This is a no-go of a TAS and you should go back and do it again, and aim for the records, and actually make it entertaining.
Aims for maximum score without sacrificing Frames
This point is bullcrap btw. Maximum score implies beating all records, with the highest possible score that can be achieved. You didn't even try, instead you just threw up another Arcade TAS that you can get away with since no one uses MAME-RR but you.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
I found the running and hurdle events highly enjoyable. The other events, not so much. Personally I would prefer seeing the TAS get a world record on each event, instead of the bare minimum for qualifying. Also I'm not a fan of ending the input one second early if that means the run lasts twenty seconds longer and those twenty seconds are really boring. While this is valid per the rules, I think it would be more entertaining to continue input for another second to complete the last event.
Joined: 7/10/2007
Posts: 280
I voted meh. I am totally fine with a run like this that goes for fastest completion. It is a perfectly valid goal. However, I would be more entertained by a TAS that would aim for the best WRs.
Joined: 6/30/2010
Posts: 1093
Location: Zurich, Switzerland
I agree that going for the best possible scores would have been more entertaining. However, aiming for speed while also trying to maximize score without losing time is interesting from a technical perspective. At the very least, it seems to be non-trivial enough to be vaultable. Did I find this movie entertaining? Actually, yes. It might not go for the highest scores, but it's still nice to see ridiculous scores in just four minutes.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Mitjitsu
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Posts: 2997
You should be aiming for WRs; not minimal qualifying scores in order to beat the game in the fastest possible time.
Experienced player (850)
Joined: 11/15/2010
Posts: 267
Very well done! Button mashers like this are a perfect way to show what TAS can do. I understand the desire to go for WRs, but I've found it doesn't really work for tasvideos with its entertainment focus. Some events like high jump could drag on and suck out the entertainment. The same choice was made for NES Track & Field II. In that game pole vault takes forever to max out.
Joined: 5/29/2004
Posts: 757
Fails to beat the current WR for points [And believe me, Hector is INSANE. I would strongly recommend looking for any video where he shows how he mashes... mindblowing], and further to that, it was dreadfully boring watching the failures. Spikestuff had most of it down in the assessment... and I have to agree. No Vote
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Techokami
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Joined: 6/23/2008
Posts: 160
Eeehhhh... no. You're not breaking world records/high scores. You could also be doing shenanigans with extra players as well. Foul.
Editor, Player (120)
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Mitjitsu wrote:
You should be aiming for WRs; not minimal qualifying scores in order to beat the game in the fastest possible time.
Not trying to start a flame war, but I just want to say I highly disagree with the viewpoint represented here. A TAS should aim for the fastest possible time for overall completion IMO, and not to try to satisfy (supposedly) incorrect in-game timers.
* http://tasvideos.org/ReadySteadyYeti.html - my user page on the TASVideos site * https://www.youtube.com/ReadySteadyYeti - my YouTube channel * My Discord username is "RSY#3799".
Spikestuff
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Ready Steady Yeti wrote:
A TAS should aim for the fastest possible time for overall completion IMO, and not to try to satisfy (supposedly) incorrect in-game timers.
Your post holds no weight to it when the author actually mentions going for "max score" but doesn't do it. But he does a record. And now it's accepted so that's that. --- Actually. While I'm here making another post. I'm going to bring up something no one has brought up in this submission. Which kinda sucks, cause I wished someone else would've spotted it and made a comment on it.
Abuses programming errors for entertainment
This was only brought up once during the submission's game objectives, but wasn't expanded on what these errors were. What exactly are these errors? The game just looks like normal mashing with nothing else. Where is the entertainment that you said you provide when using these so called errors but not mentioning at all in detail on what they are? Seriously. What are these programming errors?
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
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I did not find the run entertaining but I cannot imagine a high score run being more entertaining. There is not a lot of action and making the events longer to get a higher score would not increase the entertainment. The game is designed such that a high score run could be a technical achievement, however, aiming for fastest game completion is a valid goal and it is interesting to see the game completed that quickly.
Aims for maximum score without sacrificing Frames
This keeps getting brought up and misunderstood. With how this is worded, it could be interpreted to give priority to higher score or to shorter time. Based on the first objective listed, it is obvious that frames were prioritized over the score. Of all series of inputs that get the fastest completion, those which maximize the score are used (After reading the text, it looks like this only applied to 110 Meter Hurdles unless I am missing something) so this objective is met. The objective could have been worded differently to avoid ambiguity.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3535] Arcade Track & Field by £e Nécroyeur in 04:01.25
Joined: 10/14/2013
Posts: 335
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Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x, 3x and 4x respectively: Direct Downloads: 10bit444 MKV: 224p, 448p, 672p, 896p Compatibility MP4: 224p, 448p, 672p, 896p Torrents: 10bit444 MKV: 224p, 448p, 672p, 896p Compatibility MP4: 224p, 448p, 672p, 896p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
I'm not as active as I once was, but I can be reached here if I should be needed.
Editor, Player (120)
Joined: 8/3/2014
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Location: USA
I was rather confused about what to think about this game and this run. It's certainly cool that you did this, and I do like that you aimed for the fastest possible time rather than for the maximum score. The purposeful "fouls" were quite funny. The game itself is quite linear, but that's to be expected of classic arcade games. To an oblivious viewer, it seems to be difficult to determine what exactly the goals are for each level. Then I realized you may have been trying to satisfy minimum requirements to get through the levels with the most overall speed. Overall, the run was enjoyable, but due to my confusion, I had to vote meh. The TAS was very well done, though, once again.
* http://tasvideos.org/ReadySteadyYeti.html - my user page on the TASVideos site * https://www.youtube.com/ReadySteadyYeti - my YouTube channel * My Discord username is "RSY#3799".
Skilled player (1648)
Joined: 7/1/2013
Posts: 433
Thank you for your post, Ready Steady Yeti. I had indicated goal information for each Event in the submission text...but only through Javelin Throw. I have edited the submission text to include the goal for each Event.
Skilled player (1648)
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Posts: 433
I appreciate your candor, Spikestuff. Your perspective vis-à-vis alternate goals has merit, with regard to this game particularly. I considered several different goals before starting this TAS, including maximum World Records, as you have suggested. Based on what I had observed, there were proponents of each of these various goals, but no unanimous opinion. From my perspective, I had no experience with alternate goals, and I rather like the stricture of a purely speed-oriented TAS, cumbersome as it may occasionally be.