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The sequel to Konami's all-conquering Track &
Field features seven all-new Olympic events. Like its
predecessor, Hyper Sports featured two run buttons
and one action button per player. This game is known in Japan as
Hyper Olympic '84.
This time, there are seven events to compete in; Freestyle
swimming, Skeet Shooting, Long Horse, Archery, Triple Jump, Weight
Lifting, and Pole Vault. Due to the collection of events, Hyper
Sports is not as Decathlon based as it's predecessor. Instead, it
tries to have a more well rounded feeling. However, that well
roundedness contributes to the lack of cohesion that ties all of
the events together. Since the events have little in common, the
control scheme continues to change and becomes less intuitive than
the events found in Track & Field.
Hyper Sports was ported to a few systems, primarily Japanese. It
did not receive the same level of popularity in the States as Track
& Field did, and the video game market had crashed in America,
so Hyper Sports is far less represented on popular American systems
like Atari's. The MSX conversion was actually spread out
across three volumes, introducing extra events to the title. The NES conversion only
contained three of the Hyper Sports events, Skeet Shooting,
Archery, and Triple Jump, as well as the High Jump event found in
the arcade version of Hyper Olympic. These four events were
combined with the original four events in the Famicom version of
Hyper Olympic to create the US version of Track
& Field for the NES.
Controls
- Go: Tap the left and right Go buttons in a
rhythmic pattern to make your athlete run. One button must be
complete pressed and released before the other button is pressed,
or the second button press will not count. The more rhythmic and
quick each button is pressed, the more effective and faster your
athlete with run.
- Up: Press the Up button at the right moments
to initiate an action. The action performed is dependent upon the
current event. In some events, the Up button is simply tapped,
while in others, it is held down until the desired angle is
reached.
- 1-4 Players: Press the one, two, three, or
four player buttons to start a one through four player game. In a
four player game, players 1 and 2 will compete against each other,
and players 3 and 4 will compete against each other.
Events
Freestyle Swimming
- Wait until the announcer says "Go!" before pressing either Go
button. If you press Go too early, you will receive a Flying
warning. If you receive two Flying warnings, you will be
disqualified and lose one life.
- When the announcer shouts "Go!" press the Go button to jump in
the water. If you press and hold both Go buttons as you jump in,
you will stay underwater a little long.
- Rhythmically tap the Go buttons as fast as possible to speed up
your swimming.
- After a few seconds of swimming, "breath" will appear, press
the Up button to take a breath and continue swimming.
- To swim better, try to predict when you will need to take a
breath, this is approximately every 2-3 seconds.
- If the two middle swimmers achieve a dead-heat, a frog appears
and a 3000 points bonus is awarded.
Qualifying Times
| Round |
Time |
| 1 |
2:00 minutes |
| 2 |
1:00 minute |
| 3 |
58 seconds |
Skeet Shooting
- When the clay targets begin to appear, use the left and right
Go 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 the player hits everything perfect then a bird will fly
past. Hit that and the player is awarded a 3000 point bonus.
- Shoot the final object with the left hand side target and a
parrot will fly from right to left. This can be hit repeatedly for
1000 points.
Qualifying Scores
| Round |
Score |
| 1 |
1000 points |
| 2 |
3000 points |
| 3 |
4000 points |
Long Horse
- Press either Go button once to initiate your run towards the
spring board. You will run automatically.
- Press Up when you are at the end of the spring board, you will
then spring onto the horse.
- Wait until you are in a fully upright handstand then press Up
again to leap off the horse.
- Once in the air, hit the Go buttons repeatedly to spin. Ensure
that your feet are facing the ground as you land.
- If you press Up at the wrong times (too late/early on the
spring board, or too late/early on the horse) you will fall and
receive a foul. That jump will not be scored.
- After launching from the horse, tap a run button to rotate so
you land on your head. An object falls from the sky and a 3000
points bonus is awarded.
Qualifying Scores
| Round |
Score |
| 1 |
8.60 points |
| 2 |
9.20 points |
| 3 |
9.40 points |
Archery
- Before you begin, tap the left or right go button to randomly
select the wind speed.
- As the bullseye target approaches, hold the Up 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.
- There is a point bonus for getting all "nices"; in the first
round it is 3000 points, in the second round it is 4000 points and
in the third round it is 6000 points.
- If you get all "nices", the moving target will be replaced by
an apple, which can be hit for an increasing number of bonus
points. When the apples appear, there is no angle factor, you just
have to hit the button to fire the arrow.
Qualifying Scores
| Round |
Score |
| 1 |
2400 points |
| 2 |
3000 points |
| 3 |
3300 points |
Triple Jump
- Press the left and right Go buttons repeatedly to gain
speed.
- As you approach the jump line, hold Up to get an angle of 35
degrees
- When you land you will take one step forward, press Up only
when you have taken a step, then try to get a 41 degree angle
again.
- Repeat for the final jump, aiming for an angle of 45 degrees.
If you hold Up just as your foot hits the board, you will get a
distance boost.
- If you foul your first jump, then qualify on the second using
the optimum jump angles a rocket flies past and a 3000 points bonus
is awarded.
Qualifying Distance
| Round |
Distance |
| 1 |
12 meters |
| 2 |
14.5 meters |
| 3 |
15.5 meters |
Weight Lifting
- Chose which weight you will attempt to lift.
- Press the left and right Go buttons repeatedly to build up the
weight-lifter's power.
- When he has enough power, he will lift up the weights and they
will flash. At that time, press Up.
- He will then stretch out his arms and you will have to keep
pressing the left and right Go buttons for him to keep it held
above his head for 3 Beeps.
- When the 3 Beeps are over, you've qualified.
- If you can not lift the weight before you arm power depletes,
you will drop the weight and that attempt will be
disqualified.
- Following a successful lift, pressing both run buttons the
instant the dropped weights hit the floor causes 3 girls to be
displayed, holding a "1000" sign. A 1000 points bonus is
awarded.
Qualifying Weight
| Round |
Weight |
| 1 |
150 kg |
| 2 |
165 kg |
| 3 |
180 kg |
Pole Vault
- Press either Go button to start the run.
- As you near the silver pole trap, hold the Up button and the
pole will lower towards the trap (the closer it is, the more power
you will get).
- Keep holding Up until you reach the top of the bar, then
release.
- You will then let go of the pole and vault over. Hold Up just
as you get half way over the bar and you will "drift" to the right
and hopefully over the bar itself.
- Once your character has let go of the pole, hitting the Go
buttons can increase the height of the vault.
Qualifying Height
| Round |
Height |
| 1 |
5.65 meters |
| 2 |
5.80 meters |
| 3 |
5.86 meters |
Home conversions
The Commodore 64 version is the only home
conversion that is accurate to the arcade version. The other home
conversions done by Konami and released in Japan differ from
the arcade release to various degrees. The MSX conversions are released
across three volumes, the first of which only includes the long
horse from the arcade game. The other events are High Dive,
Horizontal Bar, and Trampoline. These four events are also the only
events present in the Sega SG-1000 version. The Famicom version only contains
the Freestyle Swimming, Archery, and Skeet Shooting events, along
with the High Jump from the arcade version of Hyper Olympic. The Hyper Shot controller
that Konami released for the Famicom was also available for use
with Hyper Sport.
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Konami Hyper Shot controllers
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Box artwork
Hyper Sports has been released on many different systems, and
has accumulated a wide range of box artwork, some of which is
displayed below.