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

       _________    ________   ____      ____   ________   ________
      |         |  |        | |    \    /    | |        | |        |
      |   ______|  |   __   | |     \  /     | |   _____| |   _____|
      |  |         |  |  |  | |  |\  \/  /|  | |  |       |  |
      |  |         |  |__|  | |  | \    / |  | |  |___    |  |_____
      |  |  _____  |        | |  |  \  /  |  | |      |   |        |
      |  | |     | |   __   | |  |   \/   |  | |   ___|   |_____   |
      |  | |_   _| |  |  |  | |  |        |  | |  |             |  |
      |  |___| |   |  |  |  | |  |        |  | |  |_____   _____|  |
      |        |   |  |  |  | |  |        |  | |        | |        |
      |________|   |__|  |__| |__|        |__| |________| |________|

                       ____________________________
                      |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: September 17th, 2005

I dedicate this to the NES fans out there, as this one is part of the NES
FAQ completion Project of 2004-2005, 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 September 17th, 2005

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

1) Introduction
2) Computer Opponents
3) Obstacle Course A
4) Obstacle Course B
5) Skateboard Race
6) Super Obstacle Course
7) Tournament
8) Final Word

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

1) Well now, you consider yourself to be in superbly good shape?  You think
  that you are all ready to go all out and beat your competition to the
  line?  Or will you be the one eating dust as you gasp for air?


  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.

----------------------------------------------------------------------------
----------------------------Computer Opponents------------------------------
----------------------------------------------------------------------------

2) This section will take a look at the three computer opponents, outlining
  their skills and abilities.


                                o-------o
                                | Ollie |
                                o-------o

Description..: The weakest of the three opponents, Ollie is a perfect choice
              as a starting point for a new player or those who are badly
              out of shape.
Race Strategy: Ollie will plod along at a somewhat slow pace, suffering
              badly in the Belly Bump Ball and the Bubble Run events.
              However, if he does manage to build up a substantial lead on
              you and your efforts, he will often stop and wait a while
              before continuing to run, giving you time to play catch-up!


                                o-------o
                                | Jimmy |
                                o-------o

Description..: The middle of the road as far as speed goes, Jimmy is far
              more advanced than his weaker competition Ollie.
Race Strategy: He will speed along at a fairly brisk pace, performing
              admirably well at all events, but he does not move through
              any event with spectacular speed.


                                 o------o
                                 | Jack |
                                 o------o

Description..: Easily the cream of the crop of these three competitiors,
              Jack is the perfect male specimen... even though he looks
              identical to the other two somehow.
Race Strategy: You ever see one of those bullet trains that are in Japan,
              whether in person or on TV?  He goes about that speed through
              EVERY possible variation in the game, creaming your efforts
              unless you have become a veritable GOD at this game.

----------------------------------------------------------------------------
-----------------------------Obstacle Course A------------------------------
----------------------------------------------------------------------------

3) This section will take a look at Obstacle Course A, offering up Controls,
  Track Layout, and Strategies (both legitimate and cheating) for thriving
  at every portion.


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

=======
Log Hop
=======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

===========
Water Cross
===========

Running.: Alternate footfalls on the 5-6 pads.
Swimming: Alternate footfalls on the 5-6 pads.
Jumping.: Leap into the air off the pad, landing back on the 5-6 pads to
         finish the jump. or else your character will do a faceplant,
         wasting valuable time regaining his feet.

=========
Wall Jump
=========

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

======
Sprint
======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.


                             o--------------o
                             | Track Layout |
                             o--------------o

=======
Log Hop
=======

 i) Seven single log jumps laid out with some running room in between each
    obstacle.

ii) Two log jumps laid out together (side by side) are next, with running
    room between each set.

iii) Two log jumps that are double stacked are the last obstacles, then open
    ground remains to traverse.

===========
Water Cross
===========

 i) Four pools to swim across are the first set, with ground portions in
    between each one.

ii) A single Log Wall is next, so jump over it.

iii) One final pool is followed by a ground portion to the end.

=========
Wall Jump
=========

 i) Three short walls with ground in between to start.

ii) Two taller walls are next, each with minimal ground in between.

iii) One bridge structure with unevenly laid boards is the next set, then
    open ground to the end.

======
Sprint
======

 i) Open ground to the finish line.


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

==========================================
Log Hop & Water Cross & Wall Jump & Sprint
==========================================

 i) In these games, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands are
    to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

----------------------------------------------------------------------------
-----------------------------Obstacle Course B------------------------------
----------------------------------------------------------------------------

4) This section will take a look at Obstacle Course B, offering up Controls,
  Track Layout, and Strategies (both legitimate and cheating) for thriving
  at every portion.


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

===============
Belly Bump Ball
===============

Running: Alternate footfalls on the 5-6 pads.

=========
Crab Walk
=========

Running: Feet on the 1-2 pads, hands on the 9-10 pads, then alternate
        movement on both sets at the same time to get best results.

==========
Bubble Run
==========

Bubble Inflation: Alternate footfalls on the 1-2 pads.
Running.........: Alternate footfalls on the 5-6 pads.
Jumping.........: Leap into the air off the pad, landing back on the
                 5-6 pads to finish the jump. or else your character
                 will do a faceplant, wasting valuable time regaining
                 his feet.

======
Sprint
======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.



                             o--------------o
                             | Track Layout |
                             o--------------o

===============
Belly Bump Ball
===============

 i) An open track that must be traversed while bumping the ball forward.

======
Sprint
======

 i) Open ground to the end line.

=========
Crab Walk
=========

 i) Another open ground area.

======
Sprint
======

 i) Open ground to the end line.

==========
Bubble Run
==========

 i) Yep, another open ground area to cross.

======
Sprint
======

 i) Open ground to the finish line.


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

===============
Belly Bump Ball
===============

 i) This event can be done through the conventional running method, but
    remember that continual speed is better than short bursts, as losing
    momentum will cause the ball to not go as far, leaving less running
    room for the next bump.

ii) This is an event that lends itself well to cheating, in that the hand
    method can easily outperform conventional running techniques.  In
    fact, the large speed build ups of this technique can just send the
    ball flying.

=========
Crab Walk
=========

 i) In this event, you can do nothing more than alternate on the two sets
    of pads to get moving, but no matter how good the effort, the movement
    speed of your character remains pathetically slow.

==========
Bubble Run
==========

 i) To start off, conventional use of footfalls will inflate the Bubble at
    a reasonable pace (using the 1-2 pads), but using hands on the pads
    will get the job done far quicker.  However, that moral dilemma is one
    that the player must solve on their own.

ii) The running aspect of the event portion is one best served by
    conventional footfalls, as the hand efforts will end badly due to the
    pressure on the pads being recognized as cheating by the game (causing
    jump wipeouts).  Stick to footfalls, it is ultimately faster.

======
Sprint
======

 i) Once again, the pressure readings on the Power Pad are interpreted
    in a manner meant to disaude the player from the cheating method they
    were attempting.  So, use your feet, not your hands to get their at the
    best time possible.

----------------------------------------------------------------------------
------------------------------Skateboard Race-------------------------------
----------------------------------------------------------------------------

5) This section will take a look at Skateboard Race, offering up Controls,
  Track Layout, and Strategies (both legitimate and cheating) for thriving
  at every portion.


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

==========
Skateboard
==========

Movement: Place feet on the 5-9 pads, tapping the 5 pad to get movement.
Jumping.: Leap into the air off the pad, landing back on the 5-9 pads to
         finish the jump. or else your character will do a faceplant,
         wasting valuable time regaining his feet.


                             o--------------o
                             | Track Layout |
                             o--------------o

 i) Simply put, the track is open except for various sets of debris
    scattered all over the track.


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

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.  So you will need to
    hop as an object is approached, but if you land back onto the pad too
    soon, the object will wipe your character out temporarily.

----------------------------------------------------------------------------
---------------------------Super Obstacle Course----------------------------
----------------------------------------------------------------------------

6) This section will take a look at Super Obstacle Course, offering up
  Controls, Track Layout, and Strategies (both legitimate and cheating) for
  thriving at every portion.


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

=======
Log Hop
=======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

===============
Belly Bump Ball
===============

Running: Alternate footfalls on the 5-6 pads.

===========
Water Cross
===========

Running.: Alternate footfalls on the 5-6 pads.
Swimming: Alternate footfalls on the 5-6 pads.
Jumping.: Leap into the air off the pad, landing back on the 5-6 pads to
         finish the jump. or else your character will do a faceplant,
         wasting valuable time regaining his feet.

=========
Crab Walk
=========

Running: Feet on the 1-2 pads, hands on the 9-10 pads, then alternate
        movement on both sets at the same time to get best results.

=========
Wall Jump
=========

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

==========
Bubble Run
==========

Bubble Inflation: Alternate footfalls on the 1-2 pads.
Running.........: Alternate footfalls on the 5-6 pads.
Jumping.........: Leap into the air off the pad, landing back on the
                 5-6 pads to finish the jump. or else your character
                 will do a faceplant, wasting valuable time regaining
                 his feet.

======
Sprint
======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.


                             o--------------o
                             | Track Layout |
                             o--------------o

=======
Log Hop
=======

 i) Seven single log jumps laid out with some running room in between each
    obstacle.

ii) Two log jumps laid out together (side by side) are next, with running
    room between each set.

iii) Two log jumps that are double stacked are the last obstacles, then open
    ground remains to traverse.

===============
Belly Bump Ball
===============

 i) An open track that must be traversed while bumping the ball forward.

===========
Water Cross
===========

 i) Four pools to swim across are the first set, with ground portions in
    between each one.

ii) A single Log Wall is next, so jump over it.

iii) One final pool is followed by a ground portion to the end.

=========
Crab Walk
=========

 i) Another open ground area.

=========
Wall Jump
=========

 i) Three short walls with ground in between to start.

ii) Two taller walls are next, each with minimal ground in between.

iii) One bridge structure with unevenly laid boards is the next set, then
    open ground to the end.

==========
Bubble Run
==========

 i) Yep, another open ground area to cross.

======
Sprint
======

 i) After jumping two Log Walls, it is open ground to the finish line.


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

=======
Log Hop
=======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

===============
Belly Bump Ball
===============

 i) This event can be done through the conventional running method, but
    remember that continual speed is better than short bursts, as losing
    momentum will cause the ball to not go as far, leaving less running
    room for the next bump.

ii) This is an event that lends itself well to cheating, in that the hand
    method can easily outperform conventional running techniques.  In
    fact, the large speed build ups of this technique can just send the
    ball flying.

===========
Water Cross
===========

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

=========
Crab Walk
=========

 i) In this event, you can do nothing mroe than alternate on the two sets
    of pads to get moving, but no matter how good the effort, the movement
    speed of your character remains pathetically slow.

=========
Wall Jump
=========

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

==========
Bubble Run
==========

 i) To start off, conventional use of footfalls will inflate the Bubble at
    a reasonable pace (using the 1-2 pads), but using hands on the pads
    will get the job done far quicker.  However, that moral dilemma is one
    that the player must solve on their own.

ii) The running aspect of the event portion is one best served by
    conventional footfalls, as the hand efforts will end badly due to the
    pressure on the pads being recognized as cheating by the game (causing
    jump wipeouts).  Stick to footfalls, it is ultimately faster.

======
Sprint
======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

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

7) This section will take a look at the various games that can be played in
  human teams, including Controls, Track Layouts (when necessary), and
  Strategies (both legitimate and cheating) for beating your human
  opposition.


                             o---------------o
                             | 6-Legged Race |
                             o---------------o

Workin unison is of the utmost importance here, moving the team forward to
the finish line.

~~~~~~~~~~~~
~~Controls~~
~~~~~~~~~~~~

 i) Each team must have three players, standing on two buttons of their
    colour (for example, the White Team would use the 1-2, 5-6, 9-10 pads,
    with each combo set covered by one person).

ii) The team mates must then move their feet up and down in sync, causing
    their team to move forward.  If they are out of sync, no significant
    movement will occur.

~~~~~~~~~~~~~~
~~Strategies~~
~~~~~~~~~~~~~~

 i) Moving as a team has to be done together, so try to find people you
    work well with.

ii) In addition to the above idea, try to work out a counting/spoken word
    system, as it will help streamline efforts of the three players,
    allowing them to get combined movement efforts going.


                               o------------o
                               | Tug Of War |
                               o------------o

Beat your opposition by pulling them across the line positioned between the
two sides.  Use in sync movements to score the strongest pulls.

~~~~~~~~~~~~
~~Controls~~
~~~~~~~~~~~~

 i) Each team must have three players, standing on two buttons of their
    colour (for example, the White Team would use the 1-2, 5-6, 9-10 pads,
    with each combo set covered by one person).

ii) The team mates must then move their feet up and down rapidly, adding
    power to their team's tugs.

~~~~~~~~~~~~~~
~~Strategies~~
~~~~~~~~~~~~~~

 i) If a team can step rapidly in a likewise fashion to one another, then
    the power of their tug will be greater than if they move at different
    speeds.  However, this is incredibly tough to pull off effectively.

ii) Though it is by no means endorsed by this FAQ author, a team could push
    a member of the other team off of the Power Pad, rendering their
    side powerless due to the loss of a team mate.  However, this is not
    recommended, as the opposing team can get revenge by causing the same
    disruption on your side, which descends into a wrestling match on and
    around the Power pad, instead of the proposed game.  It also risks
    damage to the Power Pad, which is not really good considering that
    getting a replacement nowadays is pretty darn tough to do.


                                 o-------o
                                 | Relay |
                                 o-------o

The whole point of this game is to hand off the baton to a new team mate
when the new character appears on screen, so follow the rules and perform
as the game does it, changing up to a team mate who replaces you on the
Power Pad.

~~~~~~~~~~~~
~~Controls~~
~~~~~~~~~~~~

=======
Log Hop
=======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

===============
Belly Bump Ball
===============

Running: Alternate footfalls on the 5-6 pads.

===========
Water Cross
===========

Running.: Alternate footfalls on the 5-6 pads.
Swimming: Alternate footfalls on the 5-6 pads.
Jumping.: Leap into the air off the pad, landing back on the 5-6 pads to
         finish the jump. or else your character will do a faceplant,
         wasting valuable time regaining his feet.

=========
Crab Walk
=========

Running: Feet on the 1-2 pads, hands on the 9-10 pads, then alternate
        movement on both sets at the same time to get best results.

=========
Wall Jump
=========

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

==========
Bubble Run
==========

Bubble Inflation: Alternate footfalls on the 1-2 pads.
Running.........: Alternate footfalls on the 5-6 pads.
Jumping.........: Leap into the air off the pad, landing back on the
                 5-6 pads to finish the jump. or else your character
                 will do a faceplant, wasting valuable time regaining
                 his feet.

======
Sprint
======

Running: Alternate footfalls on the 5-6 pads.
Jumping: Leap into the air off the pad, landing back on the 5-6 pads to
        finish the jump. or else your character will do a faceplant,
        wasting valuable time regaining his feet.

~~~~~~~~~~~~~~~~~
~~Track Layouts~~
~~~~~~~~~~~~~~~~~

=======
Log Hop
=======

 i) Seven single log jumps laid out with some running room in between each
    obstacle.

ii) Two log jumps laid out together (side by side) are next, with running
    room between each set.

iii) Two log jumps that are double stacked are the last obstacles, then open
    ground remains to traverse.

===============
Belly Bump Ball
===============

 i) An open track that must be traversed while bumping the ball forward.

======
Sprint
======

 i) It is open ground to the hand-off, so switch to a new teammate.

===========
Water Cross
===========

 i) Four pools to swim across are the first set, with ground portions in
    between each one.

ii) A single Log Wall is next, so jump over it.

iii) One final pool is followed by a ground portion to the end.

=========
Crab Walk
=========

 i) Another open ground area.

======
Sprint
======

 i) It is open ground to the hand-off, so switch to a new teammate.

=========
Wall Jump
=========

 i) Three short walls with ground in between to start.

ii) Two taller walls are next, each with minimal ground in between.

iii) One bridge structure with unevenly laid boards is the next set, then
    open ground to the end.

==========
Bubble Run
==========

 i) Yep, another open ground area to cross.

======
Sprint
======

 i) It is open ground to the finish line.

~~~~~~~~~~~~~~
~~Strategies~~
~~~~~~~~~~~~~~

=======
Log Hop
=======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

===============
Belly Bump Ball
===============

 i) This event can be done through the conventional running method, but
    remember that continual speed is better than short bursts, as losing
    momentum will cause the ball to not go as far, leaving less running
    room for the next bump.

ii) This is an event that lends itself well to cheating, in that the hand
    method can easily outperform conventional running techniques.  In
    fact, the large speed build ups of this technique can just send the
    ball flying.

======
Sprint
======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

===========
Water Cross
===========

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

=========
Crab Walk
=========

 i) In this event, you can do nothing more than alternate on the two sets
    of pads to get moving, but no matter how good the effort, the movement
    speed of your character remains pathetically slow.

======
Sprint
======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

=========
Wall Jump
=========

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

iii) However, to actually get a bit of cheating in, when jumping a player
    can lean on a chair positioned nearby to stay in the air longer, thus
    extending their jump to get over walls/ponds without touching down on
    them nearly as soon as they would normally.  Nearly almost all of a
    Pond can be cleared this way, but remember on any attempt to step back
    down or face a wipeout.

==========
Bubble Run
==========

 i) To start off, conventional use of footfalls will inflate the Bubble at
    a reasonable pace (using the 1-2 pads), but using hands on the pads
    will get the job done far quicker.  However, that moral dilemma is one
    that the player must solve on their own.

ii) The running aspect of the event portion is one best served by
    conventional footfalls, as the hand efforts will end badly due to the
    pressure on the pads being recognized as cheating by the game (causing
    jump wipeouts).  Stick to footfalls, it is ultimately faster.

======
Sprint
======

 i) In this game, the best way to play is to use your feet, hopping when
    necessary.  This may sound a bit blasse, but it is the only real way to
    play as I shall soon explain.

ii) Cheating at these events are rather difficult to pull off, and to make
    it work, it will go slower than the proper way of playing.  If hands
    are to be used, the Power Pad can sense the pressure on the buttons,
    meaning that use will cause the athlete to jump more often and without
    the proper landing pressure of feet, the Power Pad will not recognize a
    landing, thus wiping out the character on screen.

----------------------------------------------------------------------------
---------------------------------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.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.