|Snoopy's Silly Sports Spectacular!|
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Snoopy's Silly Sports Spectacular! is a child-oriented sports game that was released by Kemco for the NES in April, 1990 with a confusing origin. It started out as a Famicom port of the home computer game, Alternative World Games. Due to Kemco owning a license to produce Disney titles in Japan, it substituted generic competitors with Donald Duck and his counterpart Daisy Duck, and published the game as Donald Duck (ドナルドダック?) on September 22, 1988. When localizing the game for the United States where Capcom possessed a Disney license, Kemco swapped all of the references to Disney characters with references to Snoopy and other Peanuts characters.
The game is a collection of six events, similar in style to Track & Field, including boot throwing (similar to hammer throwing), pizza balancing, and sack racing, among others. Like the game it was ported from (Alternative World Games), landmarks unique to Italy are shown (i.e., Leaning Tower of Pisa) and the structures using Roman architecture (i.e., the Colosseum) are shown while the player competes at the six events. Kemco signed a deal with British developer/publisher Gremlin Graphics for the console rights to several of their computer games (such as Monty on the Run). However, this was the only title of theirs to be re-released back to the West.
Modes of play
Before you begin to play, you must first select whether to play a one or two player game, and whether you wish to select one particular event, or to play the whole game. Choose one of the "Select Game" options to pick from among the six events. Once you choose an event, you can continue to practice that event until you are done and ready to return to the menu. Choose one of the "Total Game" options to play the entire game where you go through all six events, accumulating points. Even after you complete all six events, play will continue until you achieve 15,000 total points, whereupon you are awarded a medal.
Japanese name: Minomushi (みのむし? lit. bagworm, the sacks that players race in resemble the cocoon of this particular moth.)
- You must wait for a gun shot to fire before pressing . If you press a button before the gun shot, you are called for "flying." Either player can have as many false starts as necessary until both players have begun to race fairly. However, each false start takes points away from your final score.
- Once the race has begun, press to make your player hop. The shorter you hold A down, the shorter you will hop. If you hold A down for longer, you will leap farther, but only up to a certain distance. Therefore, it's not in your interest to hold A down any longer than necessary.
- There are manholes along the race course that occasionally flip open and shut. If you happen to jump on them while they are rotating, you will fall down and lose time while you are standing back up. Points are also deducted from your final score for falling. Hold and while jumping to maneuver around the manholes.
- The goal is to be the first to cross the finish line. If a player falls too far behind the other, a "referee" character (Woodstock in the Snoopy game, or Dewey in the Donald game) will push the trailing character forward in an effort to help them catch up to the leader.
Japanese name: Kutsunagi (くつなげ? lit. Boot throw)
- Start by rotating the in a counter-clockwise direction. (Actually, you really only need to press and ). The faster you do this, the more speed you will throw the boot with.
- When the boot is between straight down and straight out, press to release the boot and throw it into the air. If you timed your button press correctly, the boot will fly out across the street.
- When the boot lands, a character will come out to measure how far the boot traveled. You will score more points for throws that send the boot farther. If you timed your throw poorly and the boot doesn't go anywhere, you receive no points. You get two tries at this event in the "Total Game" mode for a combined score of your two throws.
Japanese name: Hoping (ホッピング?)
- Press when you want your character to advance to the right toward the goal. You cannot go back to the left.
- Press and hold when you wish to bounce higher on your pogo stick than usual.
- To complete the event, you must successfully clear four walls and cross the finish line. Your ability to clear each wall depends on how much momentum you have going into the jump, and when you hold down .
- Even if you do not clear all four walls, you will still get some points for the walls you did successfully clear.
Japanese name: Otoshikko (おとしっこ?)
- Press (or for player 2) to advance towards your opponent. It is not possible to retreat from your opponent. Press and to move towards one side of the boat or the other.
- Press to initiate a push against your opponent when you are close enough to shove them.
- The goal is to be the first to shove your opponent off their feet and into the water. When you shove your opponent, you can push them off balance, but you also make yourself vulnerable to being pushed off balance yourself.
- As the boat rocks back and forth, you can stabilize yourself by moving to the side of the boat that is higher off the water, but it isn't entirely necessary to do this.
Pile of Pizza
Japanese name: Pizza Wakobi (ピザはこび? lit. Pizza step)
- The only control in this event is . Pushing right builds up your character's momentum. The more momentum you have, the less stable the pies at the top of your stack become.
- The goal is to cross the finish line with the most number of pies still in your hand in the least amount of time. Your final score is determined by the speed at which you crossed the finish line, multiplied by the number of pies still remaining in your hand.
- The more you try to move with many pies in your hand, the more the pies at the top are likely to topple. Make your movements briefly, and then stop to stabilize your stack before continuing. Find a good rhythm for timing your taps on . Even running at full speed, it's nearly impossible to lose the bottom two pies.
Japanese name: Kawadobi (かわどび?)
- Tap as quickly as possible to build up a good amount of speed as you approach the river.
- When the right tip of your pole is just over the water, press and hold to plant the pole into the water, and begin rising up with the pole. If you press B too early or too late, you will fail to stick the pole in the water.
- When the pole becomes fully upright, release to release the pole and land safely on the other side. If you release B too early or too late, you will fail to let go of the pole and sink into the water.
- This event is not really as hard as many people think it is. The trick to succeeding is when you press and hold as well as when you release it. As long as you successfully plant the pole in the water, you can make it to the other side. You must simply remember to keep B held down until the pole is completely vertical, and release it immediately afterward.
While playing the "Total Game", you will continue to achieve higher scores. Once your total combined score exceeds 15,000 points, you will be presented with an award and a gold medal upon the next completion of the final event (River Jumping).