______   _______   _____   __     _______   _   _   __    __
     |  ____| |__   __| |  _  | |  \   |__   __| | | | | |  \  /  |
     | |         | |    | | | | |   \     | |    | | | | |   \/   |
     | |____     | |    | |_| | | |\ \    | |    | | | | | |\  /| |
     |____  |    | |    |  _  | | | | |   | |    | | | | | | \/ | |
          | |    | |    | | | | | |/ /    | |    | | | | | |    | |
      ____| |    | |    | | | | |   /   __| |__  | |_| | | |    | |
     |______|    |_|    |_| |_| |__/   |_______| |_____| |_|    |_|

     ______  __          __  ______   __      _   _______    ______
    |  ____| \ \        / / |  ____| |  \    | | |__   __|  |  ____|
    | |       \ \      / /  | |      |   \   | |    | |     | |
    | |__      \ \    / /   | |__    | |\ \  | |    | |     | |____
    |  __|      \ \  / /    |  __|   | | \ \ | |    | |     |____  |
    | |          \ \/ /     | |      | |  \ \| |    | |          | |
    | |____       \  /      | |____  | |   \   |    | |      ____| |
    |______|       \/       |______| |_|    \__|    |_|     |______|

                       ____________________________
                      |POWER PAD |______|    SIDE B|
                      |                            |
                      |--( 1)--( 2)----( 3)--( 4)--|
                      |                            |
                      |----------------------------|
                      |                            |
                      |--( 5)--( 6)----( 7)--( 8)--|
                      |                            |
                      |----------------------------|
                      |                            |
                      |--( 9)--(10)----(11)--(12)--|
                      |                            |
                      |____________________________|

Copyright Nintendo 1988
Written By Brian P. Sulpher
E-mail: [email protected]
Version 1.0
Dates Written: March 24th to March 25th, 2006

I dedicate this to the NES fans out there, as this one is part of the NES
FAQ completion Project of 2004-2006, courtesy of the FAQ Contributor Board.
We honour the most truly awesome and great system... the Nintendo
Entertainment System!  Never mind about Atari, Commodore 64, Colecovision,
Sega Master System, Super Nintendo Entertainment System, Sega Genesis, or
any of the newer systems, we all know that the good old NES is where true
gaming is at!

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 March 25th, 2006

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

1) Introduction
2) 100 M Dash
3) Long Jump
4) 110 M Hurdles
5) Triple Jump
6) Tournament
7) Olympics
8) Final Word

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

1) Known to most as the third part of the 3-in-1 cart, called World Class
  Track Meet (paired with Dunk Hunt/Super Mario Brothers), you would think
  that this cart is of no important significance.  However, if you are
  collector of NES carts, this one cart is very important and valuable, as
  it insanely rare.  yes, people pay hundreds of dollars for this one,
  despite the fact that the exact same game is available in a 3 games in 1,
  which sells used for at most 10 dollars (typically)!  So, I decided since
  some crazies out there may actually play this after they pay all that
  money, plus it had no coverage on the individual cart listing, here is a
  FAQ, offering all the legit and cheating tactics to bring home the gold!


  As for the FAQ, the controls for the four events will be covered from the
  Player One perspective, so just transfer the controls to the Red Buttons
  beside the Blue Buttons indicated for each portion of an event where
  head-to-head competition occurs.

----------------------------------------------------------------------------
---------------------------------100 M Dash---------------------------------
----------------------------------------------------------------------------

2) This section will look at the premier event of the track, the 100 M Dash!
  Nothing on display here but pure speed, so go out there and set a new
  record!


                               o-----------o
                               | Objective |
                               o-----------o

Get from the start line to the finish line in as short of time as possible.
Remember to wait for the starting gun, as two mistarts will mean a
disqualification (or DQ for short), resulting in an automatic loss.


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

Running: Since this is the only thing to do, rapidly step up and down on the
        1-2 pads, moving the runner forward.


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

 i) Pound those feet up and down as fast as possible, continuing until the
    race reaches the finish line.

ii) If you are not against cheating, the following methods are all fairly
    easy ways to increase the effectiveness of your performance:

    -Have a chair or wall to lean a against/onto, as it will lower the
     center of gravity for your running, meaning more energy will go into
     the steps (more energy = faster feet) instead of your balance.

    -Although not as effective as the method listed above, using the old
     fashioned alternating two hand slap will also result in a slightly
     better time.

    -When racing against a friend/foe, the sneaky method of pushing the
     opponent off the pad can work.  However, they can quickly return the
     favour, or intercept your attack and make you step off the pad
     instead, so be wary of overusing/mistiming this technique.

----------------------------------------------------------------------------
----------------------------------Long Jump---------------------------------
----------------------------------------------------------------------------

3) This section will look at the combination of speed and accuracy, the Long
  Jump!  Use the speed to get enough power to make the launch through the
  air last for a long period of time.


                               o-----------o
                               | Objective |
                               o-----------o

Run down the small pathway, building up speed to get near the jumping
board, at which point the athlete should take to the air, seeing how far
they can fly before hitting the ground.  The furthest jump away from the
jumping board is the winner.


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

Running: Rapidly step up and down on the 1-2 pads, moving the runner
        forward.
Jumping: When the jumping board draws near, leap into the air to make the
        athlete take off into the virtual air.


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

 i) Run like a demon at the beginning of the event, jumping as close to the
    jumping board as possible.  The more speed built up means the athlete
    will fly further and faster, though the air time of the leap depends
    upon the air time of your actual leap.

ii) To increase the effectiveness of your runs in this event, try the
    following underhanded tactics:

    -Jump off of the Power Pad, watching the athlete on screen to see when
     he is close to descending to the ground.  At this point, leap back
     onto the 1-2 Pads, completing the jump.  Note that this technique can
     be tricky due to the sometimes tough requirement of getting both feet
     squarely back onto the two small pads.

    -Similar to the trick above, this one requires the back of a solid
     chair to lean onto when taking off for the leap.  Where this works
     slightly better than just leaping clear of the Power Pad is that the
     "hovering" by using the chair back allows for lowering of the feet
     directly downwards to the pad, as opposed to the sideways leap, which
     is far less accurate.

----------------------------------------------------------------------------
--------------------------------110 M Hurdles-------------------------------
----------------------------------------------------------------------------

4) Speed is important, but so is the timing... welcome to the hybrid event
  that is the 110 M Hurdles!  Power is required to get the necessary speed
  to navigate the open track portions, while the timing is required to get
  over the strategically placed hurdles.


                               o-----------o
                               | Objective |
                               o-----------o

Get from the start line to the finish line in as short of time as possible.
Along the way, jump the hurdles that bar the way, not losing any speed in
the process.  Remember to wait for the starting gun, as two mistarts will
mean a disqualification (or DQ for short), resulting in an automatic loss.


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

Running: Rapidly step up and down on the 1-2 pads, moving the runner
        forward.
Jumping: As each hurdle appears, leap upwards to pass over it, landing back
        on the 1-2 pads to continue the race.


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

 i) This event requires coordination and speed, being able to sprint the
    small strips of track between each hurdle, leaping into the air to
    clear the hurdles, and finishing with a strong sprint to the finish.
    Try to have the leap into the air to be just long enough to get over
    the hurdle, as less time in the air means more time on the ground to
    run at top speed.

ii) Although it is not quite as fast as performing the event properly,
    running at top speed the whole way during the race, bashing through
    the hurdles, can work nicely as well.  However, if you are not
    extremely fast, this method will end in a loss, more often than not.

iii) If you are not against cheating, the following methods are all fairly
    easy ways to increase the effectiveness of your performance:

    -Have a chair or wall to lean a against/onto, as it will lower the
     center of gravity for your running, meaning more energy will go into
     the steps (more energy = faster feet) instead of your balance.

    -When racing against a friend/foe, the sneaky method of pushing the
     opponent off the pad can work.  However, they can quickly return the
     favour, or intercept your attack and make you step off the pad
     instead, so be wary of overusing/mistiming this technique.

----------------------------------------------------------------------------
---------------------------------Triple Jump--------------------------------
----------------------------------------------------------------------------

5) This section will look at the combination of speed and accuracy, the
  Triple Jump!  Use the speed to get enough power to make the launch
  through the air last for a long period of time, followed by two more
  harrowing leaps to go even further.


                               o-----------o
                               | Objective |
                               o-----------o

Run down the small pathway, building up speed to get near the jumping
board, at which point the athlete should take to the air, seeing how far
they can fly before hitting the ground.  Upon landing, leap once more,
followed by a final third leap to reach the end of the jump.  The furthest
jump away from the jumping board is the winner.


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

Running: Rapidly step up and down on the 1-2 pads, moving the runner
        forward.
Jumping: When the jumping board draws near, leap into the air to make the
        athlete take off into the virtual air.  Upon landing, repeat the
        jumping performance, repeating it one fins time upon landing from
        the second jump, finishing the event.


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

 i) Run as fast as humanly possible, leaping straight upwards when the
    jumping board appears on screen, followed by performing two more leaps
    after each landing.  Simple enough, but the faster coming into the
    initial jump, the further the athlete will fly on the leap.  The last
    two leaps benefit from perfect timing, taking off as soon as the
    athlete lands, transferring the most energy from the momentum thus far,
    traveling further than if a small delay occurs (loss of momentum).

ii) To increase the effectiveness of your runs in this event, try the
    following underhanded tactics:

    -Jump off of the Power Pad, watching the athlete on screen to see when
     he is close to descending to the ground.  At this point, leap back
     onto the 1-2 Pads, completing the first jump, followed by repeating
     the pattern for the next two leaps.  Note that this technique can be
     tricky due to the sometimes tough requirement of getting both feet
     squarely back onto the two small pads.

    -Similar to the trick above, this one requires the back of a solid
     chair to lean onto when taking off for each leap.  Where this works
     slightly better than just leaping clear of the Power Pad is that the
     "hovering" by using the chair back allows for lowering of the feet
     directly downwards to the pad, as opposed to the sideways leap, which
     is far less accurate.

----------------------------------------------------------------------------
---------------------------------Tournament---------------------------------
----------------------------------------------------------------------------

6) This section will take a look at the single player, head-to-head
  competition that pits you versus 6 cyber athletes in the 100 M Dash and
  the 110 M Hurdles.


                            o----------------o
                            | The Opposition |
                            o----------------o

                              ~~~~~~~~~~~~~~
                              ~~~ Turtle ~~~
                              ~~~~~~~~~~~~~~

Quote......: Let's have a race.
Prize......: Bronze Medal
Difficulty.: 1/10

Turtle is pathetic... seriously, a one-legged player could likely beat this
guy, and the game requires that two pads be pressed to get the athlete on
screen to take off running.


                               ~~~~~~~~~~~~
                               ~~~ Bear ~~~
                               ~~~~~~~~~~~~

Quote......: It's my turn now.
Prize......: Silver Medal
Difficulty.: 2/10

A small improvement upon Turtle (and I do mean very small), Bear will
actually put up a brief struggle early on... till you get really moving and
he is left in the dust.


                               ~~~~~~~~~~~~~
                               ~~~ Horse ~~~
                               ~~~~~~~~~~~~~

Quote......: I am really fast.
Prize......: Gold Medal
Difficulty.: 3.5/10

Horse is the first truly decent athlete that you will face, requiring
consistent speed from you.  However, he is still too slow to truly challenge
you, but he is an indication of the improving competition ahead.


                              ~~~~~~~~~~~~~~
                              ~~~ Rabbit ~~~
                              ~~~~~~~~~~~~~~

Quote......: Can you beat me?
Prize......: Bronze Trophy
Difficulty.: 5/10

Rabbit will bust out some pretty good speed, though his 100 M Dash is not
overpowering.  However, he is weak at the 110 M Hurdles, often plowing into
multiple hurdles, making him vulnerable there despite his reasonably good
speed.


                              ~~~~~~~~~~~~~~
                              ~~~ Bobcat ~~~
                              ~~~~~~~~~~~~~~

Quote......: Can you keep with me?
Prize......: Silver Trophy
Difficulty.: 8/10

An extreme jump in difficulty, Bobcat has a much improved speed base to call
upon, though he is not unbeatable at the 100 M Dash.  No, his true strength
lies in the 110 M Hurdles, where he will rarely hit a hurdle, meaning that
you too will have to be near flawless to have a shot at beating him to the
finish line.  No longer can you just plow through each hurdle, as this
method is too unreliable and costs too much speed.


                              ~~~~~~~~~~~~~~~
                              ~~~ Cheetah ~~~
                              ~~~~~~~~~~~~~~~

Quote......: If you beat me, you're the best.
Prize......: Gold Trophy
Difficulty.: 9.5/10

The final opponent, Cheetah has such blistering speed that only all out
effort in the 100 M Dash will keep him in second.  The 110 M Hurdles will
be the true test of your skills, as Cheetah will not mess up on the hurdle
leaping, maintaining his speed the entire way through the race.  This means
to take the Gold Trophy, you will need to be fast and accurate in your
leaps, so best forget about the running through the hurdles technique.


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

 i) For the first four racers, running at all out speed should be enough
    to achieve victory.

ii) For the final two racers, running at all out speed will not work in the
    110 M Hurdles, so better get good at hopping the track obstructions
    in practice rounds beforehand.

iii) Sometimes it is better to take a one minute break to recover before
    taking on the next opponent, as getting too tired on easier opponents
    could be enough to give the advantage to the faster opponents in the
    future.

----------------------------------------------------------------------------
----------------------------------Olympics----------------------------------
----------------------------------------------------------------------------

7) This section will take a look at the Olympics mode.


                              o-------------o
                              | What Is It? |
                              o-------------o

This mode is scored by rating the performance of each athlete (from as low as
one athlete to as high as six athletes) over the four events.  The highest
possible score for every event is 1000 points, with it being possible for
more than one athlete to score 1000 points.

The winner is determined by whoever scores the highest combined score,
meaning that a well-rounded player is more likely to take the Gold than one
who is really good at one particular event.


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

 i) Since it is only human versus human interaction, only a few methods
    will work... none of them very sportsmanlike and nice:

    -When racing against a friend/foe, the sneaky method of pushing the
     opponent off the pad can work.  However, they can quickly return the
     favour, or intercept your attack and make you step off the pad
     instead, so be wary of overusing/mistiming this technique.

    -Trash talking can also be a very effective method of disrupting an
     opponent.  By talking a continual stream of dialogue to a target,
     some people will be so bothered by it that they will lose their
     concentration and mess up.

    -If talking trash is not your thing, then perhaps the odd yell or
     sudden noise will be more your thing.  Sometimes a player will lose
     their focus if disrupted a loud or unexpected noise, costing them some
     valuable speed or timing.  This can be a significant difference in the
     overall point totals, so it can work well.

    -Although this one is just downright outside the fair competition
     goal of anything bearing the name "Olympics", shutting off the TV
     screen during a finesse event (like the Long Jump or Triple Jump) can
     make a player foul, jump too early, or just lose so much momentum that
     they will perform poorly in their attempt.  This method is just so
     vile that it is not recommended at all, but take the risk if you want
     to really tick off your friends!

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

8) As is the usual, this walkthrough is copyright property of Brian P.
  Sulpher, 2006.  The only website, group, person, etc. to have access to
  post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
  www.honestgamers.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.