Track & Field (NES)

From StrategyWiki, the free strategy guide and walkthrough wiki

Track & Field
Box artwork for Track & Field.
Developer(s)Konami
Publisher(s)Konami
Release date(s)
 April, 1987
Genre(s)Sports
System(s)NES
Players1-2

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.

Contents

[edit] Controls

  • 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.

[edit] Events

[edit] 100 Meter Dash

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

RoundTime
114 seconds
213 seconds
312.5 seconds
412 seconds
511.75 seconds
611.25 seconds
711 seconds

[edit] Long Jump

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 2 digits in the distance are the same, you will earn a 3000 point bonus.

Qualifying Distances

RoundDistance
15.5 meters
26.5 meters
37 meters
47.5 meters
58 meters
68.25 meters
78.5 meters

[edit] 110 Meter Hurdles

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

RoundTime
115.5 seconds
214.5 seconds
314 seconds
413.5 seconds
513.25 seconds
612.93 seconds
712.5 seconds

[edit] Javelin Throw

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

RoundDistance
165 meters
270 meters
375 meters
480 meters
585 meters
690 meters
795 meters

[edit] Skeet Shooting

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

RoundScore
12400 points
22800 points
33000 points
43200 points
53400 points
63600 points
73800 points

[edit] Triple Jump

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 2 digits in the distance are the same, you will earn a 3000 point bonus.

Qualifying Distance

RoundDistance
113 meters
214 meters
315 meters
416 meters
516.5 meters
617 meters

[edit] Archery

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 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.

Qualifying Scores

RoundScore
12500 points
22700 points
32800 points
42900 points
53000 points
63100 points

[edit] High Jump

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 help down
  • Unlike the other events, holding Neutral dpad starts at 80 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

RoundDistance
12.26 meters
22.28 meters
32.30 meters
42.32 meters
52.34 meters
62.36 meters