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

Javelin


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

Archery


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