Mario & Sonic at the London 2012 Olympic Games/Olympic Events

100m

 * Press and hold when "Ready?" appears on the screen for a Super Starting Dash build-up.
 * Swing down right when "Go" appears on the screen for a quick start. If you held  until this point and swung  down at the right time you should get a Super Starting Dash.
 * Swing up and down to run. The faster you swing, the faster your character will run.
 * Press to perform your character's Special Action, giving them a little boost.
 * Press right toward the end of the race (before reaching the finishing line) and your character will perform a jump with their chest out. This action is a must for close races.
 * Characters with high Max Speed and Acceleration should come in handy when playing the 100m event. Characters like Sonic and Daisy have an advantage in this event that other characters don't.

110m Hurdles

 * Press and hold when "Ready?" appears on the screen for a Super Starting Dash build-up.
 * Swing down right when "Go" appears on the screen for a quick start. If you held  until this point and swung  down at the right time you should get a Super Starting Dash.
 * Swing up and down to run. The faster you swing, the faster your character will run.
 * Press to jump over hurdles. Press it right before the yellow line for a Perfect jump. The more Perfect jumps you get, the faster your character will go.
 * Press to perform your character's Special Action, letting your character skip a few hurdles.
 * Press right toward the end of the race (before reaching the finishing line) and your character will perform a jump with their chest out. This action is a must for close races.
 * Unlike the 100m event, you don't need to rely on speedy characters for 110m Hurdles - it's all about timing your jumps right here.

4×100m Relay

 * Press and hold when "Ready?" appears on the screen for a Super Starting Dash build-up.
 * Swing down right when "Go" appears on the screen for a quick start. If you held  until this point and swing  down at the right time you should get a Super Starting Dash.
 * Swing up and down to run. The faster you swing, the faster your character will run.
 * Press to perform your character's Special Action, giving them a little boost. Each character has their own Special Action, so make sure to use all four during the race.
 * Swing down to pass the baton to the next team member. Do this right after the circle closes in on your character for a Perfect pass.
 * Press right toward the end of the race (before reaching the finishing line) and your character will perform a jump with their chest out. This action is a must for close races.
 * Though this event partially depends on the Perfect baton passes (baton passes that aren't Perfect slow your whole team down), a team of characters with high Max Speed and Acceleration would definitely give you the upper hand in this event.

Long Jump

 * Start the event by swinging to the side as shown on the screen. Do it right after the demo shows you when to do it for a Perfect result every time. Get Perfect each swing for a Super Starting Dash.
 * Swing up and down to run. The faster you swing, the faster your character will run and the more momentum they will gain.
 * Press right when your character's foot reaches the green mark for a big jump. If you pressed  at the right time, your character should perform their Special Action to get farther.
 * Swing up and down when performing the jump to help your character go even farther.

Hammer Throw

 * Begin the event by swinging up to start swinging the hammer.
 * Spin around to spin the hammer and gain momentum for the throw. The faster you swing, the more momentum you'll gain and the farther the hammer will go.
 * After you finish gaining momentum, you'll have to press to throw the hammer. This part will play out in slow motion - press  right when the circle is finished closing in on the hammer for a Perfect throw.
 * If you released the hammer at the right time for a Perfect throw, you should be able to make your hammer go farther by swinging up and down rapidly. The faster you swing, the farther the hammer will go.
 * Characters with high Power have the best chance at winning this event. Use a character like Knuckles or Bowser if you're having trouble beating the record.

Discus Throw

 * Begin the event by swinging to the right to start swinging the discus.
 * Next, swing the in the same direction three times. Swing them at the right time (right when the circle closes in) for a Perfect swing. Getting three Perfect swings may be your only option if you plan on beating the record.
 * Tilt to match the angle shown on the screen. Line up to the angle as quickly as possible. The longer you stay on the angle, the better your throw will be. Hold the angle long enough for a Perfect through - it's tough, but possible if you're ready for it.
 * Characters with high Power have the advantage here - this event shouldn't be much of a problem for characters like Wario and Vector.

Javelin Throw

 * Start off the event by building momentum for the throw. Do this by swinging up and down rapidly. The faster you swing, the more momentum you'll gain for the throw.
 * Next, you'll have to set an angle for the javelin. Press right when the arch becomes yellow and sparkles for a second to get a Perfect throw.
 * Swing down to throw the javelin. Do this when your character reaches the pink area. Doing it sooner won't get the javelin very far and doing it later will result in a foul. Give your character some space to throw the javelin, or else they'll end up past the foul line.

Uneven Bars

 * Hold for your character to grab onto the bar and start the event.
 * While still holding, swing to gain speed.
 * When you reach Max Speed, it'll be time to release to jump to the other bar.
 * Right when your character's about to reach the other bar, press so your character will grab onto it.
 * Repeat this cycle a few times. If you reach Max Speed every time, your character will be able to pull of some complex moves, allowing them to score high points.
 * When your character's finished swinging around, they'll go for the landing. Swing down right when they're about to hit the ground.
 * Getting a perfect score in this event shouldn't be too hard - it's quite possibly the easiest event to land a new record in.

Trampoline

 * Before you get to perform any actions, a screen showing a variety of different ways you can twist for the Trampoline event will come up. It's not necessary to remember any of these moves unless you absolutely need a new record - in which that case, it'd be a good idea to have some basic moves in mind.
 * On to the event; swing up to begin. Your character will start off with a jump, then come back down for you to do the same - swing  up at just the right time. Keep following the pattern until your character has gained enough air to do some tricks.
 * Simply twist every which way - but don't forget to keep timing in mind. You also might want to save a trick or two for the final jump. Performing a trick the crowd hasn't seen for the final round nets you some extra points.

Rhythmic Ribbon

 * This event is pretty straight-forward thanks to all of the onscreen prompts. Start off by choosing a song, the first being the shortest and the last being the longest. If you're looking to break a record, "Csikos Post" would be your best option.
 * Each song starts with a downward swing of . When you see a circle or in some circumstances, a star, do the same - swing  down. You can also swing upward - while the screen seems to show that direction is necessary, it really isn't.
 * For the balancing segments, keep steady. If you get into the red area even for a couple of seconds, the move rating will be taken down from Perfect.
 * For the twirling segments, just spin in short circles as fast as possible.
 * When you reach the end, a twirl and a pose will be in place. Do your fastest spin and keep spinning until the countdown reaches "1", in which case you'll have to perform the character's designated pose. Perform the finale with the right timing and your score should be bumped up considerably.

100m Freestyle

 * This event is much like the track events - you compete against your opponents simultaneously as they compete against you.
 * Start the event by holding when "Ready" appears for a Super Starting Dash build-up.
 * You'll be given a specific swim style for your character - some characters use the Crawl, and some use the Butterfly. Just follow the direction given to you on screen. Start off the race by swinging in the direction given to you right when "Go" appears. This should give you a Super Starting Dash.
 * Continue the race with the designated swim style, but pay close attention to the color on the screen. When the frame begins to go red, it means you're swimming too fast, thus wasting the stamina of your character. Try to keep swimming at a steady pace. Otherwise, if you swim too fast, your character will have to take a break, setting them back a few seconds and giving their opponents the chance to catch up.
 * Eventually, you'll reach the end of the pool. To perform a successful turnaround, you'll have to swing right when the circle that's closing in overlaps with the pink circle. Do this for a Perfect turnaround where no momentum is lost.
 * Press to perform your character's Special Action.
 * Press toward the end of the event to make your character stretch their arms out for the close finish.

Synchronized Swimming

 * This event is much like Rhythmic Ribbon in that it gives the player certain actions to perform on the spot.
 * The first type of action is simply swinging down or up at the right time (that would be when the circle reaches the end of the bar).
 * The second type is posing. This one is quite simple - all you have to do is keep in the same position as seen on the screen. There's no timing required in this action.
 * Another command would be swinging up and down rapidly. Swing up and down enough times for a Perfect rating.
 * Perform every action and then end the event with the rapid up-and-down shaking of and a pose.
 * Similar to Rhythmic Ribbon, there are also three song selections here. The first is the simplest, while the third is the fastest and toughest. For the Synchronized Swimming challenge, it'd be best to go with the first song.

Canoeing

 * This event is all about unison. As such, performing this event cooperatively with a person may be a bit more challenging than with a computer partner.
 * Basically, all you have to do is row (swing down) right after the yellow circle vanishes.
 * Toward the end will be a free-row session - just keep rowing as fast as you can until you reach the finish line. This would be a good time to catch up if you're a bit behind.
 * Canoeing is possibly the simplest event, but that doesn't make it the easiest. Your best bet for beating a high record would be working with a computer partner.

Equestrian

 * An event introduced especially for the London Games, Equestrian is an event that involving a lot of horse-jumping along with balance. For this event, you'll need to hold in a horizontal position (to mimic holding the reins of a horse).
 * Hold down when "Ready" appears to build up for the Super Starting Dash.
 * Swing (in its horizontal position) down at "Go" to start the event with a Super Starting Dash. Your first jump comes soon, so make sure to react quickly.
 * Press before the obstacle to jump over it (while making sure the jump isn't too late or too early - this can result in a complete miss and the breaking of the obstacle, giving your time an unwanted penalty).
 * During a turn, you'll have to move so as to balance the character on the horse. If you don't turn during a turn, your character will eventually fall of the horse, resulting in a loss of time. Also, keep your horse on the dirt track to gain speed.
 * Snap the reins of the horse by swinging down (as you did to start the race) to make it go faster, but make sure you don't go too fast if you're heading straight for a turn. Use the reins only on straight paths.
 * By the end of the race, you'll have to sprint. Swing up and down as fast as you can to reach the finish line and end the event.

Badminton

 * This event is similar to Table Tennis, but can take a little getting used to. The shuttlecock tends to float instead of coming down quickly as a ball would, so pay close attention to timing here.
 * Serve simply by swinging up. Also use this action to hit the shuttlecock, but only when it's heading for you.
 * When the shuttlecock glows will be the right time to hit it. The way it floats can cause some confusion on where exactly it is and if your character's racket will be able to hit it, so look for the glow and swing right after you see it.
 * Try to get your partner's shuttlecock and your team will pay dearly. This can cause you to miss the shuttlecock completely, but you or your partner can also make an actual hit. If they do, however, eighty percent of the time, the shuttlecock will be hit too late. This causes it too fly high into the air, giving the opponent a shot at a Special Action.
 * If such events happen with reversed roles - with you receiving the late shuttlecock - you'll have a chance at a Special Action. Hold and swing  down and give your opponents a reason to sweat.

Beach Volleyball

 * Similar to Badminton, Beach Volleyball pits two against two. However, Beach Volleyball requires much more in the department of teamwork. When the volleyball comes over to your side of the net, the first person is expected to pass it to their teammate, and the teammate passes it back. By this point, enough momentum should be built (assuming there were no quick saves) for a strong shot over the net to your opponents. Repeat this process until your opponents miss the ball.
 * This event is made quite simple by the use of color-coded rings. When you see a ring representing your color (red, blue, yellow, or green for players 1, 2, 3, and 4 respectively while gray represents the computer) go to the ring with and press  to pass it. If the ring is not your color, you will not be able to hit the ball.
 * After the ball is passed a couple of times, you'll have to hit it over. Do this with for the strongest shot or  for a lob.  should usually be your first choice, but if an opponent is by the net trying to stop your ball by bumping it back over the net,  should be a good way to confuse them.
 * Go by the net and press and your character will jump up and try to stop the ball from crossing over completely to your side. If successful, no passes will be necessary and your opponents will have to start passing again. This is another good way to confuse the opponent, but be mindful of tricks when performing this risky maneuver.
 * Press for a Special Action. These are actually the same as the Specials of Badminton, so you shouldn't need much getting used to here. Just get ready to dive for the ball when you see an opponent's Special Action coming.

Table Tennis

 * Table Tennis is like Badminton without teams; whether that makes it tougher or easier is up to you.
 * Simply swing when you see the ball coming to you as you would a paddle. Watch the glow on the ball if you still need a bit of a boost.
 * If the opponent hits the ball with not enough momentum, you can hit it back especially fast by swinging at the right time. This can be useful to confuse your opponent in a slow-moving game.
 * Press while swinging for a Special Action. Special Actions are earned after your character hits the ball ten times. If a point is won and the rally ends, this count continues onto the next point.

Football

 * To Americans, this is soccer. The name isn't translated for American players, it seems, to fit the London atmosphere.
 * Use to move your character around the field. If you don't have four players to control the whole team, a player will be assigned to another/other characters. When not in use, extra players will be controlled by the computer. Pass the ball to the computer-controlled character to take control of them. You can also press  to switch between characters manually.
 * Press to pass the ball. You can also use  to intercept the ball while the opposing team has a hold of it. Hold down  longer for an air pass and tap it for a kick across the field. If you kick the ball out of the field, it counts for a foul and your opponent gets the ball to kick to any one of their players. If your opponent kicks the ball off the field, the same goes for them.
 * Press to shoot the ball. Try this by a net while all other players (if you have the chance, even the goalie) are distracted. If the goalie gets a hold of the ball, they'll kick it to a random teammate back to the center of the field.  can also be used for a sliding tackle when on defense. You may not want to use the sliding tackle to much - it's counted as a foul.
 * Special Actions can be used in this event as well by pressing . However, the Special Action can be used in two ways - as a kick or a tackle. If you're absolutely desperate for the ball, go for the tackle. Otherwise, the best use for this would be shooting. Press for a Special Dribble.

Shooting

 * This event is quite simple. All you need to do is aim at the screen with and press  to shoot. The event manages to complicate things by adding strange actions for the targets in later rounds.
 * Start your turn by shooting in the middle of the target. Then, you'll be shown the targets you have to shoot. All you have to do is shoot as close to the middle of the target for each target before time runs out. Ten points is the maximum.
 * Do the same for each round. Soon, the targets will be numbered. Start from 1 and move your way up when faced with these targets. Keep the timer in mind. Eventually, targets will start to shrink and rotate to make you miss automatically. The first time, this should come as a bit of a surprise. The more you play this event, the more commonplace this should be. It should be quite easy to land first place in this event and beat the record since the computer tends to perform poorly in this event.

Fencing

 * This event remains largely unchanged from its first appearance in Mario & Sonic at the Olympic Games, but does have some additions. The goal is to land enough hits on your opponent.
 * Use to move your character left and right. Tap  or  twice for a quickstep.
 * Thrust to thrust the epee forward and press  to parry an attack. A parry acts as a counter. If it lands, the opponent is stunned and you'll have your chance at a hit.
 * You automatically guard against attacks unless you are moving, thrusting, or building up power.
 * Thrust while pressing  for a Power Thrust that disrupts your opponent's guard.
 * Press to build up power. When you reach maximum power, the epee glows red, notifying you of the Special Action you've earned. Press  and  together to perform it.

Cycling

 * Swing down when "GO!" appears on the screen for a Starting Dash.
 * Swing up and down rapidly to speed up when you're leading the line.
 * Tilt left and right when following the leader to ride the line. Move away from the line and you'll slow your team down.
 * Press to switch positions from leader to follower. Each player must then enter a command to complete the process and the next person in the line will take over as leader.
 * On the last lap, press and the current leader will leave, leaving the other three to swing  up and down for the final sprint. The race ends when these three cross the finish line.