______________________________________________________________
     |                           __                                 |
     |            /\  /\  |   | |   /\  |\  |\   | |  /\            |
     |           /   |__| |   | |_ /  \ | \ | \  | | |__|           |
     |___________\   |  | |   | |  \  / |_/ |  \ | | |  |___________|
     |____________\/ |  | |__ | |   \/  | \ |   \| | |  |___________|
     |______________________________________________________________|
     |                                                              |
     |                                                              |
     |      _______   _______   __      __   _______   _______      |
     |     |  ___  | |  ___  | |  \    /  | |  _____| |  ___  |     |
     |     | |   |_| | |   | | |   \  /   | | |       | |   |_|     |
     |     | |  ___  | |___| | | |\ \/ /| | | |____   | |_____      |
     |     | | |_  | |  ___  | | | \  / | | |  ____|  |_____  |     |
     |     | |   | | | |   | | | |  \/  | | | |        _    | |     |
     |     | |___| | | |   | | | |      | | | |_____  | |___| |     |
     |     |_______| |_|   |_| |_|      |_| |_______| |_______|     |
     |                                                              |
     |                                                              |
     |              0                                0              |
     |                                                              |
     |______________________________________________________________|


Copyright Milton Bradley 1988
Written By Brian P. Sulpher
E-mail: [email protected]
Version 1.2
Dates Written: July 9th to July 10th, 2005

I dedicate this to my cousins Troy and Ian Costello.  We played this game a
ton when we were younger, and it was a complete blast.  Thankfully, I finally
figured out how to do all the Foot Bag tricks now, so I could beat ya silly!

Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
it up in the afterlife as you did in this world.  You will always be in my
memories, and you will never be forgotten.

-----------
Version 1.0
-----------

-Submitted guide on July 10th, 2005

-----------
Version 1.1
-----------

-Submitted guide on August 9th, 2009
-Added in a new trick to the Footbag, courtesy pf the GameFAQs NES General
board

-----------
Version 1.2
-----------

-Submitted guide on January 16th, 2013
-Made a small correction to the Squinty O Toole move (thanks to Dudebro
Dudebro)

----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------

1) Introduction
2) Half Pipe
3) Foot Bag
4) Surfing
5) Skating
6) BMX
7) Flying Disk
8) Final Word

----------------------------------------------------------------------------
-------------------------------Introduction---------------------------------
----------------------------------------------------------------------------

1) This is a rather under appreciated game that takes too much crap from the
  casual NES gamer.  Underneath a somewhat primitive graphic set and
  sometimes seemingly frustrating control scheme is a set of six games that
  range from all right (Skating) to good (Half Pipe and Flying Disk) to
  outstanding (Foot Bag, BMX, and Surfing).  So, why not throw on some
  sunblock, get your nose all zinced up, and head out into the bountiful
  nature of California (provided you are not by L.A.) to show your fellow
  beach bums that you are the master of all games Californian!

----------------------------------------------------------------------------
----------------------------------Half Pipe---------------------------------
----------------------------------------------------------------------------

2) This section will check out the Half Pipe, covering Basic Controls, Trick
  Controls, Points, and Strategies.


                            o----------------o
                            | Basic Controls |
                            o----------------o

UP & DOWN...: When moving UP, press UP to increase your momentum.  The same
             deal applies for moving DOWN, as pressing DOWN will increase
             the speed of the boarder.

LEFT & RIGHT: Used to start a turn for a trick (more on that later).

SELECT......: No apparent use.

START.......: No apparent use.

B Button....: No apparent use.

A Button....: Starts off the run and is used for one trick (more on that
             later).


                            o----------------o
                            | Trick Controls |
                            o----------------o

Handplant..: Easily the most used and easiest to pull off trick, get up
            enough speed to reach the lip of the ramp that your skater is
            facing, then hold down the A Button to begin the Handplant.
            The longer you hold the A Button, the more points the handplant
            is worth, but the downside of doing that is that if you hold on
            too long, your boarder will wipe out.

Kick Turn..: When moving across the ramp into the beginning of the curve
            upwards, your skater can perform a turn of the board by
            pressing the opposite direction of what he is facing.  However,
            this can only be performed when moving forwards (facing the
            spot the turn will occur on), not backwards.

Aerial Turn: If enough speed is built up to get completely off the ramp and
            into the air, this trick can be performed.  Once again, the
            boarder must be facing upwards, then, when the lip of the
            halfpipe is cleared, press whichever direction (LEFT/RIGHT) is
            not the way the boarder is facing to begin spinning in the air.


                                o--------o
                                | Points |
                                o--------o

Note that the longer a trick's control functions are held, the more the
trick is worth.

Handplant..: 500-999

Kick Turn..: 150-300

Aerial Turn: 700-999


                              o------------o
                              | Strategies |
                              o------------o

-When going for the high score, using only Handplants will result in the
highest total.  Aerial Turns take too long to get off, followed by not
enough extra points involved to make up for the lesser amount of tricks
achieved.  Kick Turns are not worth enough points and they greatly decrease
the momentum of the skater, making it a priority to get the speed back up
before performing more tricks.

-As a tie in to the above point, if the time left after a Handplant does not
leave enough time to fire off another Handplant, a Kick Turn as a last
measure resort for points is by no means a bad idea, due to the extra 200
or so points it will add to your score.

----------------------------------------------------------------------------
----------------------------------Foot Bag----------------------------------
----------------------------------------------------------------------------

3) This section will look at the Foot Bag, covering Basic Controls, Trick
  Combinations, Points, Bonus Points, and Strategies.


                            o----------------o
                            | Basic Controls |
                            o----------------o

UP & DOWN   : UP will cause your Foot Bagger to jump into the air in an
             attempt to head the hackey sack.  DOWN will cause the Foot
             Bagger to turn around to face backwards, with another press of
             DOWN causing him to face forward once more.

LEFT & RIGHT: Moves the Foot Bagger in the corresponding directions.

SELECT......: No apparent use.

START.......: No apparent use.

B Button....: No apparent use.

A Button....: Causes the Foot Bagger to attempt to strike the hackey sack
             with the best option available (head, knee, foot, etc.).


                          o--------------------o
                          | Trick Combinations |
                          o--------------------o

Five In A Row..: Simply put, strike the ball five straight times with a
                combination of head/knee hits WITHOUT turning around.

Half Axle......: After hitting the ball into the air, turn around once with
                DOWN, followed by hitting the hackey sack with a body part.

Full Axle......: After hitting the ball into the air, turn around twice with
                DOWN, followed by hitting the hackey sack with a body part.

Axle Foley.....: After hitting the ball into the air, turn around three
                times with DOWN, followed by hitting the hackey sack with a
                body part.

Horshoe........: While facing backwards and the ball is on the ground, hit
                it with one heel to send it flying, then have the Foot
                Bagger shimmy in the same direction, hitting the ball back
                up into the air with the other foot.

Double Arch....: Perform an outside foot lift, then an opposite side outside
                foot lift, followed by another foot lift from the first
                side to perform this trick.

Doda...........: Perform a right outside foot lift, a header, and then a
                left outside foot lift.

Reverse Doda...: Perform a left outside foot lift, a header, and then a
                right outside foot lift.

Jester.........: When the ball is flying through the air, let the ball fall
                close down beside the Foot Bagger's body to hit it with a
                side kick.  If it is too far out, he will whiff or he will
                perform an outside foot lift.

Dizzy Dean.....: After performing a Half Axle/Head Banger, turn once with
                DOWN and then strike the ball with the Foot Bagger's head,
                but it must be with the A Button, not a UP jump strike.

Head Banger....: After performing a Half Axle/Dizzy Dean, turn once with
                DOWN and then strike the ball with the Foot Bagger's head,
                but it must be with the A Button, not a UP jump strike.

Squinty O Toole: This is a "hidden" trick, in that it does not appear on the
                tricks list. It will not up your bonus to perform it during
                the performance time, but it is worth a lot of points. To
                perform the trick, start with a right outside foot lift,
                left outside foot lift, headbutt (NO JUMPING), and then
                turn 360 and play the hackey with any body part.


                                o--------o
                                | Points |
                                o--------o

Each Touch.....: 10

Five In A Row..: 750

Half Axle......: 250

Full Axle......: 500

Axle Foley.....: 750

Horshoe........: 500

Double Arch....: 2500

Doda...........: 5000

Reverse Doda...: 5000

Jester.........: 2000

Dizzy Dean.....: 1500

Head Banger....: 1500

Squinty O Toole: 7500

Nice Catch.....: 1500 (catch hackey sack thrown from off screen with foot)

Seagull Bash...: 1000 (hit a seagull with the hackey sack)

                             o--------------o
                             | Bonus Points |
                             o--------------o

For every type of trick performed, an end of run bonus will be added
together to reward your diversity.  The following are the total bonus amounts
received for the number of different tricks performed. NOTE: Squinty O Toole
does not qualify as a countable trick for Bonuses.

One Trick....: 1000
Two Tricks...: 3000
Three Tricks.: 6000
Four Tricks..: 10000
Five Tricks..: 15000
Six Tricks...: 21000
Seven Tricks.: 28000
Eight Tricks.: 36000
Nine Tricks..: 45000
Ten Tricks...: 55000
Eleven Tricks: 99000


                              o------------o
                              | Strategies |
                              o------------o

-Try to only perform the low scoring tricks once per attempt, as it will
only be needed for the valuable Bonus Points they help accumulate.

-Try to have a set routine for your Foot Bagger to follow, which maximizes
the amount of tricks and minimizes the amount of time with the hackey sack
on the ground.  The only time the hackey sack should touch down onto the
ground is to use a Jester (putting it there), followed by performing a
Horseshoe, taking out two tricks for one time the hackey sack is on the
ground, instead of two separate instances.

-Note that a Seagull bash will interrupt any Trick Combination being
performed, so try and avoid hitting them unless you are between Tricks.

----------------------------------------------------------------------------
-----------------------------------Surfing----------------------------------
----------------------------------------------------------------------------

4) This section will look at Surfing, covering Basic Controls, Jump Angles,
  Scoring, and Strategies.


                            o----------------o
                            | Basic Controls |
                            o----------------o

UP & DOWN   : No apparent use.

LEFT & RIGHT: By pressing a direction, the board will swing 30 degrees in
             said direction.

SELECT......: No apparent use.

START.......: No apparent use.

B Button....: No apparent use.

A Button....: Starts the run off.


                              o-------------o
                              | Jump Angles |
                              o-------------o

Note that the jump angles can also be performed with a backwards slant, but
a LOT of room is required for the time needed to land these.


30 degree jump: The most basic jump, just angle slightly up to take off of
               the breaker.  To land, simply turn RIGHT twice.

60 degree jump: A good solid trick, angle one more turn LEFT than the
               previous jump.  To land, simply turn RIGHT three times.

90 degree jump: A really fancy trick that requires a fair bit of room from
               the approaching wave to pull off, head straight up off the
               breaker.  To land, turn the board around 180 degrees (four
               RIGHT turns).


                                o---------o
                                | Scoring |
                                o---------o

Simply put, the closer you are to the upcoming wave while pulling off
tricks, the better off your score will become.  Subtracting from this is
that every wipeout will knock some points off, including when time runs out
(bringing in the ace to knock the surfer over automatically).


                              o------------o
                              | Strategies |
                              o------------o

-When the end of time wave is about to come in, launch your Surfer into the
air, then make him face straight to the RIGHT/LEFT, as he will fall behind
the breaker.  This will penalize your Surfer less than if the wave wiped
him out.

-At the beginning of the event, the wave is fairly far back.  So, this
allows for multiple 60 degree jumps or one 90 degree jump, scoring a few
points with the judges while letting the wave catch up to get the extra
danger points for hanging close to the wave.

----------------------------------------------------------------------------
-----------------------------------Skating----------------------------------
----------------------------------------------------------------------------

5) This section will look at Skating, covering Basic Controls, Scoring, and
  Strategies.


                            o----------------o
                            | Basic Controls |
                            o----------------o

UP & DOWN   : Moves the Skater up and and down.

LEFT & RIGHT: LEFT will force your Skater into a spin (more on that later).
             RIGHT does not do anything.

SELECT......: No apparent use.

START.......: No apparent use.

B Button....: Will cause the Skater to jump.

A Button....: Will cause the Skater to stride to increase her speed.


                                o---------o
                                | Scoring |
                                o---------o

-points awarded are somewhat random in nature, though they have a specific
range that they fit into.

-The points awarded for avoiding obstacles is minimal.

-The points awarded for jumping obstacles are better than avoiding
obstacles.

-The points awarded for spinning AND jumping obstacles are the highest
possible.

-Note that Bananas and Chalk Initials can be skated over for points with no
wipeout occurring.


                              o------------o
                              | Strategies |
                              o------------o

-Take it slowly at first and learn the layout of the course.  This will
allow for faster attacks and more use of the spinning jump for the extra
points awarded.

-If you are playing in competitive mode, you get three wipeouts.  if you are
playing in practice mode, you get just one wipeout.  So, for getting
practice on the deeper portions of the obstacle course of the boardwalk,
use competitive mode in stead of practice mode.

-You can run over Bananas and Chalk initials, but be aware that the Bananas
will spin your Skater around, temporarily losing control of her.

----------------------------------------------------------------------------
-------------------------------------BMX------------------------------------
----------------------------------------------------------------------------

6) This section will look at Skating, covering Basic Controls, Trick
  Combinations, Points, Strategies, and Cheap Strategy.


                            o----------------o
                            | Basic Controls |
                            o----------------o

UP & DOWN   : Moves the Bike up and down.

LEFT & RIGHT: LEFT will pull a quickie wheelie.  RIGHT does not do anything
             until in the air (more on that later).

SELECT......: Causes the Bike to brake, holding it's position.

START.......: No apparent use.

B Button....: Causes the bike to leap into the air.

A Button....: Pedals the bike to increase it's speed.


                          o--------------------o
                          | Trick Combinations |
                          o--------------------o

Jump......: Simply press the B Button to take to the air.

Table Top.: Hold UP while pressing the B Button to take to the air,
           angling the bike sideways.  Hold as long as you like, but the
           bike needs to be straightened out in order to land properly.

360.......: Hold DOWN while pressing  the B Button to take to the air,
           sending the bike into a spin.  This jump has a set time limit,
           so let go of DOWN once the trick has started, which will avoid
           a second, accidental 360 trick (which would lead to a wipeout).

Back Flip.: Hold LEFT while pressing the B Button to take to the air,
           casing the bike to pitch backwards.  If enough air time is
           there, the bike will land the leap, but not enough time will
           result in a harsh wipeout, ending the run regardless of how many
           wipeouts remain.

Front Flip: Hold RIGHT while pressing the B Button to take to the air,
           casing the bike to pitch forwards.  If enough air time is
           there, the bike will land the leap, but not enough time will
           result in a harsh wipeout, ending the run regardless of how many
           wipeouts remain.


                                 o--------o
                                 | Points |
                                 o--------o

The points for each type of jump is not set, but rather in a range of a
certain amount of points.


Jump......: 150-450

Table Top.: 450-1200

360.......: 1200-2000

Back Flip.: 1800-3000

Front Flip: 3600-6000


                              o------------o
                              | Strategies |
                              o------------o

-Try to keep up top speed, as it allows the Biker to jump higher into the
air.  This in turn allows him more time to pull off harder and therefore
more valuable trick combinations.

-Back Flips are tough to pull off, but if you start from a wheelie while on
a straightaway at full speed, the Back Flip can be completed.  This makes
it a risky but ideal choice for running up a high score.

-Front Flips are so tough to pull off they should only be attempted off of
the tallest hills in the track, and even then they have to be done at full
speed from the very apex of said hill.


                            o----------------o
                            | Cheap Strategy |
                            o----------------o

Although it is by no means an honourable way to play, the score can be run
up very quickly by pedaling forward to have some speed, then press SELECT
to apply the brakes.  The BMX will now sit stationary but it's wheels will
still be rolling.  This will allow the Biker to do a basic Jump and quick
Table Tops for as long as he wishes, possibly maxing out the score.

----------------------------------------------------------------------------
---------------------------------Flying Disk--------------------------------
----------------------------------------------------------------------------

7) This section will look at Skating, covering Throwing Controls, Catching
  Controls, Trick Combinations, Points, and Strategies.


                           o-------------------o
                           | Throwing Controls |
                           o-------------------o

The following steps are used to throw the Flying Disk:

-LEFT begins the meter moving to the left.

-Press RIGHT to send the meter moving to the right, choosing the point where
you wish the speed to be set at.

-Press LEFT to stop the meter, choosing the point where you wish the speed
to be set at.

                      _____ Highest Speed             _____ Best Angle
                     |                               |
                    \|/                             \|/
         ____ ____ ____ ____ ________________ ____ ____ ____ ____
        |____|____|____|____|________________|____|____|____|____|
              S  P  E  E  D                    A  N  G  L  E


                           o-------------------o
                           | Catching Controls |
                           o-------------------o

UP & DOWN   : UP will make the catcher attempt an Uplifting Catch.  Down does
             have any use.

LEFT & RIGHT: Moves the Catcher in the corresponding directions.

SELECT......: No apparent use.

START.......: No apparent use.

B Button....: No apparent use.

A Button....: Allows the Catcher to dive in the direction faced in an
             attempt to catch the Flying Disk.


                          o--------------------o
                          | Trick Combinations |
                          o--------------------o

Facing Left Catch.: Simply run left into the Flying Disk when it is at the
                   level of the Catcher's hands.

Facing Right Catch: Simply run right into the Flying Disk when it is at the
                   level of the Catcher's hands.

Uplifting Catch...: Stop in place and hold UP to lift the arm of the
                   Catcher, trying to get the Flying Disk to settle onto
                   the hand.

Diving Left Catch.: While running left, press the A Button to take flight
                   through the air, trying to time the leap to hit the
                   incoming Flying Disk with the hands of the Catcher.

Diving Right Catch: While running right, press the A Button to take flight
                   through the air, trying to time the leap to hit the
                   incoming Flying Disk with the hands of the Catcher.


                                 o--------o
                                 | Points |
                                 o--------o

Distance Thrown...: Every 3% of area covered = 10

Facing Left Catch.: 250

Facing Right Catch: 150

Uplifting Catch...: 350

Diving Left Catch.: 350

Diving Right Catch: 250


                              o------------o
                              | Strategies |
                              o------------o

-Try to get the Speed and Angle directly in the center of the green portion
of the meter.  I know this seems like common sense, but the meter can be
somewhat intimidating to understand at first.

-Although the Uplifting Catch may seem like the best way to score the most
points, the actual best catch to use if the Diving left Catch.  Since it is
caught lower than an Uplifting Catch, the extra distance points will
increase the value of the attempt.

----------------------------------------------------------------------------
---------------------------------Final Word---------------------------------
----------------------------------------------------------------------------

8) As is the usual, this walkthrough is copyright property of Brian P.
  Sulpher, 2005.  The only website, group, person, etc. to have access to
  post it is www.gamefaqs.com, www.ign.com, www.honestgamers.com, and
  www.retronintendo.com.  You must ask for permission before posting this,
  as doing so without consent is a violation of international copyright
  law.

  If you liked it, hated it, have anything to add, then please E-mail me at
  [email protected].  You can also contact me through MSN messenger
  through the same E-mail address.

  Most definitely worth the pick up, most used games store sell this one
  cheap due to people not understanding nor appreciating it's awesomeness
  (which is a plus for your wallet and enjoyment!).  Have fun, be young,
  and don't let the Venice Beach weirdos get ya!