Nintendo Famicom Track and Field SKUFM14 (no box)

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Product Description

Nintendo Famicom Track and Field SKUFM14

Nintendo Famicom Track and Field SKUFM14 , known in Japan as Hyper Olympic is a 1983 Olympic-themed sports arcade game developed and published by Konami. The Japanese release sported an official license for the 1984 Summer Olympics.

Play the 100m dash, Long jump, Javelin throw, 110m hurdles, Hammer throw, and the High Jump.

In each event, there is a qualifying time or level that the player must achieve to advance to the next event; failing to qualify (in one heat for running events or three tries in the other events) will reduce the player’s number of lives by one, but if none are present in his/her disposal, the game will end.

The Events:

100 Meter Dash
  • When the announcer shouts “Go!”, tap the A  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

Round Time
1 14 seconds
2 13 seconds
3 12.5 seconds
4 12 seconds
5 11.75 seconds
6 11.25 seconds
7 11 seconds
Long Jump
  • At the start, tap the A  button as quickly as possible.
  • When you approach the jump line, your run animation will pause. Prepare to press the control pad.
  • Before you cross the jump line, press and hold the control pad 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

Round Distance
1 5.5 meters
2 6.5 meters
3 7 meters
4 7.5 meters
5 8 meters
6 8.25 meters
7 8.5 meters
110 Meter Hurdles
  • When the announcer shouts “Go!”, tap the A  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 control pad 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

Round Time
1 15.5 seconds
2 14.5 seconds
3 14 seconds
4 13.5 seconds
5 13.25 seconds
6 12.93 seconds
7 12.5 seconds
110 Javelin Throw
  • At the start, tap the A  button as quickly as possible.
  • When you approach the throw line, your run animation will pause. Prepare to press the control pad.
  • Before you cross the throw line, press and hold the control pad 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

Round Distance
1 65 meters
2 70 meters
3 75 meters
4 80 meters
5 85 meters
6 90 meters
7 95 meters
Skeet Shooting
  • When the clay targets begin to appear, use the control pad to shoot the left target and the A  or B  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

Round Score
1 2400 points
2 2800 points
3 3000 points
4 3200 points
5 3400 points
6 3600 points
7 3800 points
Triple Jump
  • Press the A  button repeatedly to gain speed.
  • As you approach the jump line, hold the control pad to get an angle of 35 degrees
  • When you land, press the control pad 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

Round Distance
1 13 meters
2 14 meters
3 15 meters
4 16 meters
5 16.5 meters
6 17 meters
Archery
  • Before you begin, tap the A  or B  button to randomly select the wind speed.
  • As the bullseye target approaches, hold the A or B 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 its 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

Round Score
1 2500 points
2 2700 points
3 2800 points
4 2900 points
5 3000 points
6 3100 points
High Jump
  • At the start, tap the  A  button as quickly as possible.
  • When you approach the jump line, your run animation will pause. Prepare to press the control pad.
  • Before you reach the high bar, press the control pad but do not keep it held down
  • Unlike the other events, holding the control pad starts at 80 degrees and counts down.
  • Once you are high enough, continue to press the control padto 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

Round Distance
1 2.26 meters
2 2.28 meters
3 2.30 meters
4 2.32 meters
5 2.34 meters
6 2.36 meters

Original Item pictured

 

Awesome little retro machines.

Additional information

Weight 0.1 kg
retro-games

Sega Games, Sega Mega Drive

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