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Box artwork for Track & Field.
Box artwork for Track & Field.
Track & Field
Developer(s)Konami
Publisher(s)Konami
Year released1987
System(s)NES
SeriesTrack & Field
Genre(s)Sports
Players1-2
ModesSingle player, Multiplayer
LinksTrack & Field (NES) ChannelSearchSearch

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 its place, however, are skeet shooting, archery, and triple jump.

Controls[edit]

  • Neutral dpad: 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.
  • A button: 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.
  • B button: In Skeet Shoot, the B button fires on the right reticule. The B button can also be used to shoot arrows in Archery.
  • Start button: Pause the game.
  • Select button: Not used during game play.

Events[edit]

100 Meter Dash[edit]

100 Meter Dash
  • When the announcer shouts "Go!", tap the A button 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.

Qualifying Times

Round Time
1 14 seconds
2 13 seconds
3 12.5 seconds
4 12 seconds
5 11.75 seconds
6 11.25 seconds
7 11 seconds

Long Jump[edit]

Long Jump
  • At the start, tap the A button button as quickly as possible.
  • When you approach the jump line, your run animation will pause. Prepare to press the Neutral dpad.
  • Before you cross the jump line, press and hold Neutral dpad 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 3 digits in the distance are the same, you will earn a 3000 point bonus.

Qualifying Distances

Round Distance
1 5.5 meters
2 6.5 meters
3 7 meters
4 7.5 meters
5 8 meters
6 8.25 meters
7 8.5 meters

110 Meter Hurdles[edit]

110 Meter Hurdles
  • When the announcer shouts "Go!", tap the A button 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 Neutral dpad 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.

Qualifying Times

Round Time
1 15.5 seconds
2 14.5 seconds
3 14 seconds
4 13.5 seconds
5 13.25 seconds
6 12.93 seconds
7 12.5 seconds

Javelin Throw[edit]

110 Javelin Throw
  • At the start, tap the A button button as quickly as possible.
  • When you approach the throw line, your run animation will pause. Prepare to press the Neutral dpad.
  • Before you cross the throw line, press and hold Neutral dpad 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.

Qualifying Distances

Round Distance
1 65 meters
2 70 meters
3 75 meters
4 80 meters
5 85 meters
6 90 meters
7 95 meters

Skeet Shooting[edit]

Skeet Shooting
  • When the clay targets begin to appear, use the Neutral dpad to shoot the left target and the A button or B button 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.

Qualifying Scores

Round Score
1 2400 points
2 2800 points
3 3000 points
4 3200 points
5 3400 points
6 3600 points
7 3800 points

Triple Jump[edit]

Triple Jump
  • Press the A button button repeatedly to gain speed.
  • As you approach the jump line, hold Neutral dpad to get an angle of 35 degrees
  • When you land, press Neutral dpad 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 3 digits in the distance are the same, you will earn a 3000 point bonus.

Qualifying Distance

Round Distance
1 13 meters
2 14 meters
3 15 meters
4 16 meters
5 16.5 meters
6 17 meters

Archery[edit]

Archery
  • Before you begin, tap the A button or B button button to randomly select the wind speed.
  • As the bullseye target approaches, hold the A button or B button 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 its 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.

Qualifying Scores

Round Score
1 2500 points
2 2700 points
3 2800 points
4 2900 points
5 3000 points
6 3100 points

High Jump[edit]

High Jump
  • At the start, tap the A button button as quickly as possible.
  • When you approach the jump line, your run animation will pause. Prepare to press the Neutral dpad.
  • Before you reach the high bar, press Neutral dpad but do not keep it held down
  • Unlike the other events, holding Neutral dpad starts at 90 degrees and counts down.
  • Once you are high enough, continue to press Neutral dpadto 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.

Qualifying Height

Round Distance
1 2.26 meters
2 2.28 meters
3 2.30 meters
4 2.32 meters
5 2.34 meters
6 2.36 meters