Thursday, September 02, 2010

100 Meter

The key to a successful 100 Meter dash is the start. Watch and listen as the 3 purple dots light up for each phase of the start (ready-set-go). The final dot lights up slightly later than the first two, and is accompanied with the bang of the gun. To really set records you will need to leave the blocks exactly or just before the CPU, and don't forget to run through the finish line.

THINGS TO NOTICE: Your mustache. A Turbo Controller will not only greatly improve your time, but will also make the CPU run much faster. If you fail to qualify you will cry. If you qualify you will rejoice. If you, and the CPU get the exact same time, the Jocular Pig will appear from the right, and give you 3000 points. You are given 50 seconds to finish the race or you are fouled.

110 Meter Hurdles

As with the 100 M, getting a perfect start is essential to record breaking in the 110 M Hurdles. Also, the more running you do between the hurdles the faster your time will be. The jump over the hurdle is what slows the race down. So, take as many steps between the hurdles as you can. Getting into a rhythm helps, try 4 steps-hurdle, 4 steps-hurdle, and so on, and don't forget to run through the finish line.

THINGS TO NOTICE: While using theTurbo Controller the hurdles come up very fast, watch out. Using a Turbo Controller will not only greatly improve your time, but will also make the CPU run much faster. If you fail to qualify you will cry. If you qualify you will rejoice. If you and the CPU get the exact same time the Jocular Pig will appear from the right and give you 3000 points. You are given 50 seconds to finish the race or you will be fouled.

Long Jump

To set new records in the long jump you must max out your speed and use every last millimeter of the board. All 3 of the jumping events display a small box at the bottom of the screen which indicates the degree of your jump trajectory. The lower the number, the more shallow the jump. The higher the number, the higher the jump. 45° is optimal. With a 45°jump you get a perfect arc into the pit, not too high, not too low. Without a 45° jump you will never put up outstanding records. You do not get points for each individual jump. You are awarded points only at the end of the event if you qualify.

THINGS TO NOTICE: If you jump exactly 9.9 or 10 meters, or if you jump so that the last 2 digits in the distance are the same, the Mole burrows out of the sand and you will receive a bonus 3000 points. The style of jump you perform is called the Sail Technique. Though the NES Advantage allows you to run much faster than the NES Max, you will find that it has no impact on the actual distance of the jump. If you fail to qualify you will cry. If you qualify you will rejoice. If you foul, you will scratch you head in confusion. If you do not jump a signal will sound to prompt you to jump. If you still do not jump you will be fouled


The Javelin is a simple yet exhilarating event. You simply run down at top speed and release the javelin at the edge of the runway. Make sure to throw at a 45° angle for optimal distance. You do not get points for each individual throw. Points are awarded only at the end, if you qualify for the event.

THINGS TO NOTICE: For some easy bonus points try maxing out your throw degree to 80°, so that the javelin hits the top of the screen. You must do this all before the 20 meter marker. The javelin will bring down a stadium light and you will receive 3000 points. If you fail to qualify you will cry. If you qualify you will rejoice. If you foul, you will scratch your head in confusion. If you wait to long to throw, a signal will sound to prompt you. If you still do not make a movement you are fouled.
QUALIFYING MARKS: Round 1 - 65 M, Round 2 - 70 M, Round 3 - 75 M.

Skeet Shoot

In the Skeet Shoot the goal is to shoot the most skeets in 15 seconds. When the skeet is inside the target box fire your gun and the skeet blows up. At first the target box is small. The more skeets you shoot the larger the target box will be, making it easier. Mastering this event will come by perfect hand-eye coordination, and getting in sync with the rhythm of the skeets.

THINGS TO NOTICE: Shoot 14 in a row and a grey/blue skeet will come from the left. Shoot it for 500 points. Shoot an additional 14 in a row and a red skeet will appear. Shoot it for 1000 points. If you shoot all the skeets in the allotted time a UFO will come from the right of the screen. Shoot it for 3000 points. If you shoot the UFO in the left sight box only, Crazy Crow will appear. 5000 points for every shot on Crazy Crow, as the crow never dies. If you fail to qualify your saftey glasses will slide down over your face, and you begin to cry. If you qualify your saftey glasses will rise above your eyes. You will look happy.

Triple Jump

The Triple Jump allows you "hop, step, and jump" into the NES T&F record books like no other event.
This is the most technical of the events. Your speed at the board, and degree of trajectory will make the difference between an ordinary jump, and a BIG, BIG jump. As with the Long Jump a 45° jump will give you the optimal distance. 45° for all three jumps (NES Max controller only) is a must to obtain "The Big One." The distance you will cover is jaw-dropping. It should be noted that the take off point for your final jump must be done at or before the 13 meter marker. More specifically at or before the 3rd white spec of sand in the pit. If you surpass this mark you will foul the jump. With the NES Advantage controller your speed is between 1470 - 1489 CM/SEC at the board. If you jump at 45° with that speed you will foul every time. You must alter your first two jumps to make your final jump before the previously mentioned 13 meter marker. Try a mid 50° 1st jump followed by a 80° jump and finally a 45° jump. Or a mid 70° jump for the 1st, 2 jumps, and 45° for the third jump. "The Big One" can be achieved with a board speed of 1477 and above.
With the NES Max your speed is less, between 1370-1385 CM/SEC at the board, making your jumps lower and shorter. So, you can often get away with jumping 45° for all 3 jumps, if your speed isn't too fast. You do get points for each time you jump a qualifying jump.

THINGS TO NOTICE: If you foul on your first jump phase you are usually allowed to follow through with the rest of the jump. If your speed is high and your jumps are long enough you will jump to the end of the pit. Where as if you foul on the 2ND phase of the jump, by exceding the 13 M marker, you will be stopped in the pit. If you fail to qualify you will cry. If you qualify you will rejoice. If you foul, you will scratch your head in confusion. If you wait too long to jump a signal will sound, to prompt you. If you still do not make a movement you will be fouled. If you jump exactly 23.33 M the Astro-nut will appear, giving you 3000 points.
QUALIFYING MARKS: Round 1 - 13 M, Round 2 - 14 M, Round 3- 15 M


In Archery you start off by randomly selecting the wind direction and speed with the A button. Zero being no wind and six being the fastest wind speed. The wind will greatly alter the arrow's drift. At first the target will come from the top of the screen at the far right. In later rounds the target will come from the bottom. To release an arrow hold the button down for a split second. By holding down the button you alter the angle of the arrow. The longer you hold it down the higher your angle and will inturn make the arrow hit higher on the target. The shorter you hold it down the lower your angle and inturn the lower the arrow will hit the target. 5.00° is the optimal angle. Bulls eyes can be reached with angles between 4.76° - 5.20°.

THINGS TO NOTICE: If you bulls eye ONLY the second to last target; Happy Cat & Balloon will appear; hit the balloon, get 1000 points and receive 3 bonus arrows (in order for this to work you can't get any bulls eyes before the second to last arrow). A bulls eye is 600 points, and the CPU will say "nice" above the lower SCORE box.

High Jump

The High Jump is the final event. For some it posses a major problem. One must learn the three step jumping procedure and then your in the clear. Step one: sprint down the runway (top speed is not necessary), and take off by tapping the controller within an 1½" of the mat. Step Two: when you have reached the desired height hold the controller down, which will allow you to fosbury flop and drift over the bar. Unlike the other events, holding the controller down starts at 80° and counts down. Step three: release the controller, and fall into the pit. If you keep the controller pushed down during step three you will land further into the pit and your degree will drop. The degree of the jump is not critical in the high jump. Just make sure you jump before hitting the mat, and follow the three steps. You do get points each time you jump a qualifying jump.

THINGS TO NOTICE: If you clear all three heights the Astro-nut will fall from the sky and bounce off the runway, and give you 3000 points. If you fail to qualify you will cry. If you qualify you will rejoice. If you foul by running into the mat, you will scratch your head in confusion.
QUALIFYING MARKS: Round 1 - 2.26 M, Round 2 - 2.28 M, Round 3 - 2.30 M

Sunday, April 13, 2008

Saturday, November 04, 2006

Sunday, October 15, 2006

Javelin (NES MAX) Record

Our record: October 2005

110 M Hurdles (NES MAX) Record

Our record: October 2005

Saturday, October 07, 2006

The Official Nintendo Player's Guide:


Raw strength, lightning speed, split-second timing - eight grueling track and field events demand the best you have to give. How fast can you run without jumping the gun? Do you have a new angle on the Javelin throw? How sharp is your skeet shooting? Can you handle the hurdles, clear the triple and high jumps and go for the gold?

GAME PLAY: Pick your opponent - friend or computer. Either way, you'll sweat it out head-to-head against Olympic champions in eight events including long jump, archery, high jump, 100-meter dash, 110-meter hurdles, javelin throw, skeet shoot, and triple jump. Start at the novice level and work up to the fast paced challenge of the experienced levels. Soon enough, you'll know the score when Jocular Pig, UFO, or the Mole come into the competition. Winning depends on your timing, speed, aim, reflexes, and mental muscle. Try to psyche out your opponents! It may work to help make you an Olympic star in the ultimate athletic contest.

Javelin: 124.88m (No Turbo)

Triple Jump: 24.17 (No Turbo)

Friday, October 06, 2006

CALVIN SMITH: World Record holder, Olympic Gold Medal winner, three-time World Champ

On the afternoon of September 24th [1988], 8 men nervously awaited the call for the start of the men's 100 meter final; perhaps the most eagerly awaited event on the Olympic program. Though there were 8 finalists, most eyes would be on but two: Ben Johnson of Canada and defending Olympic champion, Carl Lewis of the United States. Four years before in Los Angeles, Lewis defeated his teammate Sam Graddy (the silver medalist), and Ben Johnson, who finished third: it would be Carl Lewis' first of four gold medals. In the four years between Los Angeles and Seoul, Johnson had turned in amazing performances and challenged Lewis for the right to be called "the fastest man in the world". All but unnoticed at the start was 27 year old Calvin Smith, of the United States: his 5 year journey to this moment has been filled with glorious achievement, yet his exploits have been obscured by the Carl Lewis/Ben Johnson rivalry.

Calvin Smith: World Record holder, Olympic gold medal winner, three times a World Champ: Calvin Smith, who has given far more to sport than he has received.

In the summer of 1983, Calvin Smith gained international fame by breaking the 15 year old 100 meter world record. One month later, he won the 200 meter World Championship in Helsinki. Yet, outside his sport, he was little known; overshadowed by the worldwide publicity given to his teammate, Carl Lewis.

At the 1984 Olympics, Calvin Smith was selected to run the third leg on the 4X100 relay team. Injuries prevented him from competing in the 100 meters, which he held the World Record, and the 200 meters, in which he was the World Champion. The United States won and set a World Record: Calvin Smith now would have two world records - 100 meters and as a member of this relay team. Three years later at the 1987 Rome World Championships, Calvin Smith turned in an amazing performance in the 200 meter final. Coming off the final turn, Smith on the extreme left in 6th place, comes roaring down the stretch. At the finish, he has successfully defended his 200 meter World Championship, but again, it went unnoticed. The sports world was still heralding the 100 meter final four days earlier, when Ben Johnson broke Calvin Smith's four year old World Record and defeated Carl Lewis. Little known was the fact that Lewis and Calvin Smith still share a unique record: they are the only sprinters in history to run both the 100 meters in under 10 seconds and the 200 meter in under 20 seconds.

"The thing that has really bothered me, as well as many other sprinters, is that the media has already chosen a few people and they only key on those few people all the time. In reality, you have a number of very good sprinters, but the media seems to overlook them." (Smith quote)

Now as the runners get ready for the 100 meter final, Ben Johnson is again the subject of conversation. His heats were not impressive and in his semi-final he was just one false start away from elimination. Added to this, have been persistent rumors that Johnson and several other athletes have improved their performances since the Los Angeles games through the use of steroids.

"The main thing that I was looking at was that would be running against at least 3 or 4 people that were going to be on drugs. I had my suspicions that Ben was going to be one of those that I felt was on drugs and that when it came down to it, he was going to be able to run as fast as he wanted to." (Smith quote)

Carl Lewis is in lane three, Calvin Smith in lane five, Ben Johnson along side him in lane six. Johnson is third from the left. Ben Johnson 1st, Carl Lewis 2nd, Linford Christie - Great Britain 3rd, Calvin Smith - United States 4th.

This is how Calvin Smith experienced the race:

"When the gun went off, I just ran - I could see that there were a couple of runners in front of me but I was able to catch most of them. With about 10 meters to go, I saw that Carl, Ben, and one other runner were in front of me...but I wasn't able to catch Christie. I saw the replay and there was a great deal of disappointment that I had finished 4th." (Smith Quote)

The victory platform ceremony takes place: Ben Johnson, Carl Lewis, and Linford Christie receive their gold, silver, and bronze medals. The grandeur of these moments would be temporary. Within a few days, the announcement would be made that Ben Johnson had been disqualified for testing positive for a banned substance - steroids. The disqualification of Johnson had profound effect on the principle actors in this drama. Carl Lewis would be later be awarded the gold medal and with it, make Olympic history: the only man to win the 100 meters twice. Linford Christie would be moved from third to second, the winner of the silver medal. And the bronze medal awarded to Calvin Smith would be filled with irony; for with the world-wide implications of the disqualification, the humanity of sport would be disregarded.

It would be decided that there would not be a victory ceremony honoring the three new winners. Calvin Smith would be given his medal beneath the stadium, out of sight of the thousands in the stands and television audiences throughout the world. For Calvin Smith, the decision is poignant. For as before, he has always given far more to his sport than he has received.

Thursday, October 05, 2006