Track & Field (NES)

When Konami ported their arcade hit Track & Field to the Famicom (as Hyper Olympic), they only included four out of six events. Afterwards, they converted Hyper Sports to the Famicom as well, this time including three of the Hyper Sports events and one more event from Track & Field. By the time the NES gained popularity in the United States, Konami retooled the game for release in America by including all eight events from both games in one cartridge. Of the original six events from Track & Field, only the hammer throw is missing. In it's place, however, are skeet shooting, archery, and triple jump.

Controls

 * : Press the D-pad in any direction at the right moments to initiate an action. The action performed is dependent upon the current event.  In some events, the D-pad is simply tapped, while in others, it is held down until the desired angle is reached.  In Skeet Shoot, the D-pad fires on the left reticule.
 * : Tap the A button to make your athlete run. The more faster you press A, the faster your athlete with run.  In Skeet Shoot, the A button fires on the right reticule.
 * : In Skeet Shoot, the B button fires on the right reticule. The B button can also be used to shoot arrows in Archery.
 * : Pause the game.
 * : Not used during game play.

100 Meter Dash
Qualifying Times
 * When the announcer shouts "Go!", tap the button as quickly as possible.
 * If you begin running before "Go!" you will receive one flying start warning. If you receive three warnings, you will lose one chance.
 * Cross the finish line before the qualifying time, or you will lose one life.
 * If you finish with the exact same time as the CPU runner, you will get 3000 points.

Long Jump
Qualifying Distances
 * At the start, tap the button as quickly as possible.
 * When you approach the jump line, your run animation will pause. Prepare to press the.
 * Before you cross the jump line, press and hold until the desired angle is reached and let go.  The best results are achieved between 40 and 45 degrees.
 * If you cross the jump line, you will receive a foul warning, and your jump will be disqualified.
 * You have three chances to jump beyond the qualifying distance. If you do not qualify in three chances, you will lose one life.
 * If you jump so that the last 2 digits in the distance are the same, you will earn a 3000 point bonus.

110 Meter Hurdles
Qualifying Times
 * When the announcer shouts "Go!", tap the button as quickly as possible.
 * If you begin running before "Go!" you will receive one flying start warning. If you receive three warnings, you will lose one chance.
 * As you approach each hurdle, tap the at the right moment to leap over the hurdles.  If you are too late or too early, you will fall down.
 * Cross the finish line before the qualifying time, or you will lose one life.
 * If you finish with the exact same time as the CPU runner, you will get 3000 points.

Javelin Throw
Qualifying Distances
 * At the start, tap the button as quickly as possible.
 * When you approach the throw line, your run animation will pause. Prepare to press the.
 * Before you cross the throw line, press and hold until the desired angle is reached and let go.  The best results are achieved between 40 and 45 degrees.
 * If you cross the throw line, you will receive a foul warning, and your throw will be disqualified.
 * You have three chances to throw the javelin beyond the qualifying distance. If you do not qualify in three chances, you will lose one life.
 * If you throw the javelin so high that it rises above the top of the screen, it will hit a space ship and you will earn 3000 bonus points. You can only do this once per round.

Skeet Shooting
Qualifying Scores
 * When the clay targets begin to appear, use the to shoot the left target and the   or  buttons to shoot either the left or right target respectively.
 * Try to hit as many consecutive targets as possible. If you do not miss any, more valuable targets are released.
 * If you do not miss any targets, they begin to move a little faster, but your reticules grow in size, allowing you to hit with less precision.
 * If you miss a target, the targets will slow down, and the reticules will shrink back to their original size.
 * If you hit all the targets in a run then a space ship with pass by. Shoot it on the left hand side for 3000 points, then you can shoot a crow once in each sight for 5000 points each time. The NES Advantage's rapid shoot will sometimes "misfire" and enable you to hit the crow twice in the sight, for a total of 10,000 points.

Triple Jump
Qualifying Distance
 * Press the button repeatedly to gain speed.
 * As you approach the jump line, hold to get an angle of 35 degrees
 * When you land, press and try to get a 41 degree angle.
 * Repeat for the final jump, aiming for an angle of 45 degrees.
 * If you jump so that the last 2 digits in the distance are the same, you will earn a 3000 point bonus.

Archery
Qualifying Scores
 * Before you begin, tap the or  button to randomly select the wind speed.
 * As the bullseye target approaches, hold the or  button until the angle gets to about 5.0 degrees, and release the button.
 * A "nice" is achieved if a bullseye is made. If you get 8 nices, in the first or second round, you will move onto the next round where you can earn more points.
 * Scoring a bullseye on the second to last arrow and a cat with a apple on it's head will go by. Hit the apple for 1000 points and you will get an extra 3 arrows.
 * Starting with the 4th round, the target alternates direction. The first arrow has the target moving downward, then upwards for the second arrow, and so on.

High Jump
Qualifying Height
 * At the start, tap the button as quickly as possible.
 * When you approach the jump line, your run animation will pause. Prepare to press the.
 * Before you reach the high bar, press but do not keep it help down
 * Unlike the other events, holding starts at 80 degrees and counts down.
 * Once you are high enough, continue to press to carry your body over the body.
 * If you knock the high bar off, or run into the mat, you will receive a foul warning, and your jump will be disqualified.
 * You have three chances to jump above the qualifying height. If you do not qualify in three chances, you will lose one life.
 * Clear the bar at the set height all 3 times in one round for a bonus 3000 points.