______ _____ _____
|******| | || |
|******| |_ _||_ _|
|_ ** _| | | | |
|**| _____ _____ _____ _ _ ____ _____ ____ _ _ | | | |
|**|| _ | | _ || _ || | / / | __||_ _|| __|| | | \ | | | |
|**|| | | | | | | || | |_|| |/ / | |_ | | | |_ | | | \ | | | |
| || |_| | | |_| || | _ | | & | _| | | | _| | | | | || | | |
| || __ \ | _ || |_| || |\ \ | | _| |_ | |__ | |__ | / | | | |
|__||_| \_\|_| |_||_____||_| \_\ |_| |_____||____||____||_/ | | | |
_| |_ _| |_
| || |
|_____||_____|
Track & Field II FAQ/Walkthrough
Copyright Konami 1988
Written By Brian P. Sulpher
E-mail:
[email protected]
Version 1.1
Dates Written: February 28th to March 1st, 2004
I dedicate this FAQ to all the fans of the great international Track and
Field events out there. Here is to all of those athletes who do not cheat
with performance enhancers, win, and beat all those who do cheat. Here is
to Canada, and her efforts to win some medals at this Summer Games in 2004,
and every Olympics from there on after!
Also, for Cougar, Howler, Koonce, and Gracey. 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 FAQ on March 1st, 2004
-----------
Version 1.1
-----------
-Submitted guide on 30th of October, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader
----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------
1) Introduction
2) Play Modes
3) Events
4) Olympic Mode
5) Final Word
----------------------------------------------------------------------------
---------------------------------Introduction-------------------------------
----------------------------------------------------------------------------
1) Higher! Faster! Stronger! Put on your equipment, bring your
intricately trained abilities, and go for the Gold against all other
competitors! You will be able to partake in 13 different events, whether
it is just in training, versus another human, or to enter into the quest
of having the world's best Nation in Track and Field! So, get your
nimble fingers and amazing reflexes ready to tackle the wide mess of
skills needed to be a champion of the entire game!
----------------------------------------------------------------------------
----------------------------------Play Modes--------------------------------
----------------------------------------------------------------------------
2) This section will take a look at the three different Play Modes (Training
Mode, Olympic Mode, Versus Mode), examining the ins and outs of each
type.
o---------------o
| Training Mode |
o---------------o
This section allows for one or two players to take part, choosing any game
as their starting point. Provided one player keeps qualifying, they will
continue on to the next event on the list until they finally lose. If you
manage to make it through the entire list of the 12 events once, the
qualifying numbers will become more stringent, providing more of a challenge
for you.
o--------------o
| Olympic Mode |
o--------------o
Here you will compete on the behalf of one country, taking control of their
best and brightest in the events. If you qualify for the next day, you will
be able to play a demonstration event that is not available anywhere else in
the game! Go for the Gold, win it for your home country!
o-------------o
| Versus Mode |
o-------------o
This setting has two players going head-to-head in one of three events,
looking to win not for precious medals, but rather to have the honour of
being name champion!
----------------------------------------------------------------------------
------------------------------------Events----------------------------------
----------------------------------------------------------------------------
3) This section will take a look at each individual Event, found through
out the game. Each sub-section for the games will include: Rules, Goal,
Controls, Strategies, and Glitches (if they exist).
o---------o
| Fencing |
o---------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Each fencer is allowed to take up to four fouls (hits or stepping out
of bounds), but the fifth one will mean defeat.
ii) Out of Bounds is found to the extreme right or extreme left of the
fencing surface. Stepping Out of Bounds is a foul against the fencer
who broke the rules.
iii) If the time limit is breached, the player who has committed less fouls
will be declared the winner by the judges.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
To out maneuver your opponent with your skills of the duel. Force five
fouls onto your opponent or make them foul more than you do if you go the
distance to receive your victory.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
LEFT/RIGHT : These will move your player in the corresponding direction.
Thrust : Press the A Button to try to touch your opponent around the
upper torso.
High Thrust: Press the A Button + UP to touch your opponent around their
faceguard.
Low Thrust : Press the A Button + DOWN to try to touch your opponent
around the lower torso.
Parry : Hold the B Button to hold your sword in a defensive
position, deflecting your opponent's blade away.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) The Low Thrust appears to be the safest maneuver, as it gives your
opponent the smallest target to go after while keeping the opponent on
the defensive. It also is a sure fire hit if your opponent tries a
Thrust or High Thrust at the same time.
ii) Sometimes driving your opponent back with repeated attacks will cause
them to step out of bounds. Just note that an experienced fencer can
counter a frenzied attack with a well-placed Parry and Low Thrust.
iii) Play defensively if you are under heavy attack, waiting for your
opponent to let up. Then turn the tables and return the attack to
score a foul upon your opponent.
~~~~~~~~~~~~~~~~
~~~ Glitches ~~~
~~~~~~~~~~~~~~~~
i) This seems to work best with a Turbo Controller. Hold the A Button
down (press repeatedly if you do not have a Turbo Controller) as soon
as the engagement begins. Sometimes the CPU fencer will slowly back
away from you, moving backwards until he finally passes over the line
into the Out of Bounds, causing himself a foul without you having moved
from your starting position!
o-------------o
| Triple Jump |
o-------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Steeping over the line will result in an automatic Disqualification (a
DQ) for that attempt.
ii) The three jumps must be a fairly fluid and quick exercise.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Use the three jumps given to the competitor to surpass the qualifying
distance in one of the three attempts allowed.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Running: Repeatedly press the A Button to build up running speed.
Jumping: Hold the B Button until you have a desired degree to jump with,
repeating it twice more after landing.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) The most obvious one is to press the A Button like a mad fool, thus
generating enough speed to allow your guy to have an easier time flying
through the air to beat the qualifying mark.
ii) When you start a jump, the degrees will quickly start totaling up, so
you will only need to press the B Button very briefly. The best angles
to jump on are 30-40 degrees, as they send your competitor flying
forwards with nearly all of his momentum intact (ie very little
momentum being used to send him high into the air).
o--------------------o
| Freestyle Swimming |
o--------------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) You will need to swim down to the far side of the pool and back in a
time less than the qualifying time to advance.
ii) If you bolt from your starting position as the fourth infraction of
doing so, you will be automatically Disqualified ( a DQ) from the
competition.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Swim a race that is under the qualifying time, advancing you to the next
event.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Diving : As soon as the gun goes off to start the race, press the
A Button to enter into the water.
Surfacing : To bring your swimmer up from underneath the water, press
the B Button.
Swimming Stroke: Each press of the A Button will cause your swimmer to move
a little bit quicker than before.
Breathing : Each press of the B Button will bring much needed Oxygen
into your lungs, supplying the needed energy to your blood.
If you start to run out, your swimmer will slow down
greatly. If you run out, your swimmer will surface and
suck air for a few seconds.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Upon starting off, press the A Button rapidly while your swimmer is
underwater, allowing him to travel farther, as underwater is faster
than swimming in the surface. However, once your Oxygen Meter (the
green meter) hits it's halfway point, it is time to surface.
ii) If you are good at button mashing, then just lay on the speed while
pressing the B Button for Oxygen. If you are fast enough, you can do
the entire race in super fast time.
iii) If you are not so talented with Button mashing, then you will need to
press the A Button in a timed manner while really hitting the B Button
to bring all of the Oxygen into the swimmer's body as possible. Your
time will be slower overall, but you will not run out of Oxygen at any
time during the race. Thanks to that sexy cat, Guitarfreak86 for this
idea!
iv) When you reach the far end of the pool, your swimmer will head
underwater automatically to kick-off of the wall. Try to have a larger
Oxygen supply for this as you can, but maintain your speed as well to
make it a swift and efficient kick-off the wall.
o-----------o
| High Dive |
o-----------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Use your skills to impress the judges enough to get a score high enough
to surpass the qualifying number.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
See above Rules for details.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Dive Selection: Press the A Button to cycle through the choices to find one
that you like.
Start A Dive : Press the B Button to launch your diver from the tower.
Tuck : Press B Button + LEFT; can be performed multiple times in
one dive.
Jackknife : Press B Button + RIGHT; can be performed multiple times in
one dive.
Regular : This is the position you want to be in when entering the
water, and it is the default setting (press nothing).
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Simply put, your goal is to stick in about three or four Tucks and/or
Jacknives, followed by getting your diver into the proper position to
enter the water [read ii) for proper water entry positioning].
ii) To enter the water, it is best to enter it at 90 degrees, or failing
that, to enter at a slight tilt in either direction. The reason for
this is that the entry appears to call for a Swan Dive, so it is
perfectly acceptable to make use of a slightly crooked entry to appease
the want of the Swan Dive.
o----------------------o
| Clay Pigeon Shooting |
o----------------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) The shooter has two shells to fire at each Clay Pigeon.
ii) Clay Pigeons will be fired one at a time.
iii) 10 Clay Pigeons will be in a set, with four sets being used per shooter.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Shoot more Clay Pigeons than the qualifying total to advance onwards to the
next event.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Launch Clay Pigeon: Press the B Button to start each contest between man and
flying disc.
Aim Cursor : This target can be moved around by pressing the direction
you wish to go.
Fire! : Press the A Button to fire off a round at a Clay Pigeon.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Launch a Clay Pigeon when you are ready to shoot it.
ii) Try to pick them off with your first round as they rise, using your
second round if you missed initially to shoot them as they start to
fall to earth again.
iii) Do not let a Clay Pigeon go without firing both shots, as the penalty
is the same for missing with both bullets and missing with just one
bullet.
iv) Practice is your friend, as is a very controlled thumb on the D-Pad.
o--------------o
| Hammer Throw |
o--------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Throw the Hammer before spinning for too long, wiping out your competitor,
leading to a disqualification (a DQ).
ii) Throw the Hammer when your character flashes.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Throw the Hammer a distance that is greater than the qualifying distance to
make it to the next event.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Spin The Hammer: Rotate that D-Pad in a counter clockwise direction, the
faster the rotation, the more power that is built up for your
throw.
Throw : When the Hammer Thrower flashes, press and hold the A Button
to start the throw. When the screen changes, let go of the A
Button when the degrees of the throw are at a number you wish
to launch at.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) The best throwing angle is somewhere between 40-50 degrees, so try to
hit those numbers as best you can.
~~~~~~~~~~~~~~~~
~~~ Glitches ~~~
~~~~~~~~~~~~~~~~
i) This a really messed up glitch that will allow you to qualify EVERY TIME
that you throw! Build your power slowly, keeping it underneath the "P"
in POWER the entire time. Continue the slow and methodical build-up,
waiting for the flashing to indicate that the Hammer Thrower is ready to
let go. AT this point, press and hold the A Button to let the Hammer fly,
ratcheting the degrees up to 80 before being forced to let go. If done
properly, the Hammer will go nowhere basically, landing just a few short
meters in front of the throwing area. HOWEVER, the throw will register as
92.04 Metres!
o-----------o
| Taekwondo |
o-----------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) If a competitor is knocked down, they have a 10 count to regain their feet.
If they are unable, the winner is the standing competitor.
ii) If the sparring passes through all three rounds, a winner will be
declared based on remaining stamina.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Force your opponent to take a 10 count or outclass them for three rounds to
get the decision from the judges.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
LEFT/RIGHT : Move your player LEFT and RIGHT respectively.
Jump : Press UP to take into the air briefly.
Crouch : Hold DOWN to enter this defensive position.
Kick : Press the B Button to use a straight kick.
Punch : Press the A Button to use a straight punch.
Hich Kick : Press UP + B Button to use a direct kick towards an
opponent's head.
Roundhouse Kick: While in a crouching position (DOWN), press the B Button
to unleash a highly powerful but vulnerable attack.
Jumping Punch : Press UP to go into the air, followed by the B Button to
throw the kick.
Jumping Kick : Press UP to go into the air, followed by the A Button to
throw the punch.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Fight defensively. Let your opponent come to you and attack, allowing
you to avoid and then counter them.
ii) Try to use lead in moves like Kicks and Jumping Kicks, followed up by
some Punching if possible.
iii) Only use the Roundhouse Kick if you feel you can make connection. It
is a powerful move (removing about half of the opponent's stamina), but
the vulnerability that they represent is too large of a liability for
frequent use.
iv) Don't be afraid to back out of a close quarters fight. If you are
taking damage, back off quickly, taking a bit more damage, but not as
much as you would if you stayed and got beat up.
o------------o
| Pole Vault |
o------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Touching the bar will Disqualify (a DQ) that try.
ii) Not getting the pole into the box will Disqualify (a DQ) that try.
iii) If you fail at Third Try on any height, the competition is over.
iv) Passing any height will reset the Try counter back to First.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Clear the bar at a height equivalent to or higher than the qualifying
number.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Bar Adjustment: Before the competition begins, you can set the bar to any
height you please, provided it is between 4.50 Metres to
6.00 Metres.
Running : Press the A Button repeatedly to build up speed.
Pole Vaulting : Press and hold the B Button when the blue part of the pole
is over the box, allowing your character to take to the air.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) The pole part of this event is the toughest and the most important to
your success. Hold the B Button till your vaulter is positioned
leaning off the top of the fully extended pole to the right. If I were
to use a poor ASCII picture, here is what it would like:
o___/
// \
| __
| | |
| | |
| | |
Hey I told ya it would be poor ASCII did I not?
o----------o
| Canoeing |
o----------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) The Normal Gates must be passed through while traveling forward.
ii) The Reverse Gates must be passed through while traveling backwards.
iii) The Looping Gates must be passed though by going past the gate to come
through from the far side of the gate.
iv) Every time you improperly pass through a Gate or just skip a Gate, you
will be accessed a 30 second penalty.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Pass through the Gates properly, thereby gaining enough points to qualify for
the next event.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
LEFT/RIGHT: Changes the direction of your Canoe in the corresponding
direction. Remember that the turning controls are reversed when
your Canoer is facing up river.
B Button : Paddles your Canoe in reverse of the direction your Canoer is
facing.
A Button : Paddles your canoe forward in the direction your Canoer is
facing.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
======
Gate 1
======
Paddle down the middle of the river to pass through the Normal Gate.
======
Gate 2
======
Turn left to pass through the Normal Gate.
======
Gate 3
======
go down past Gate 4 to the left of it, finding yourself a Normal Gate to
pass through.
======
Gate 4
======
Turn around and paddle back upstream towards Gate 4, making sure to pass by
it on the side, then passing through the proper side while facing forward.
======
Gate 5
======
Head for the left side of the river, turn your Canoe around, and use the
Reverse Paddle to head through the Reverse Gate.
======
Gate 6
======
Turn right immediately to pass through a Normal Gate in the split of the
river.
======
Gate 7
======
Head down to the right of the Looping Gate, turning around to pass through
the gate from underneath while paddling forwards.
======
Gate 8
======
Get turned around properly to start down the river again, this time
turning around backwards to sue the B Button paddle as the river narrows
to go through a Reverse Gate.
======
Gate 9
======
Immediately swing the Canoe to the right to head through a Normal Gate.
=======
Gate 10
=======
Head down the right side of the river, finding the Normal Gate to go
through.
=======
Gate 11
=======
Continue down the right side to pass straight through another Normal Gate.
=======
Gate 12
=======
Now head across the channel to the left side of the river to head through
the Normal Gate.
=======
Gate 13
=======
Immediately turn your Canoe around to the left, followed by starting to
paddle backwards (B Button). This will properly align your Canoe to pass
through the Reverse gate that is next.
=======
Gate 14
=======
Head down the left side of the river to pass through this Normal Gate.
=======
Gate 15
=======
Head straight down to go to the right of the Looping Gate, immediately
turning as you pass it to go through it from below.
=======
Gate 16
=======
Get turned around and head right to pass through this last Normal Gate,
then sprint for the Finishing Gate to end your run.
o---------o
| Archery |
o---------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Shoot your arrows to hit the targets, gaining points.
ii) Three attempts will be made on the distances of 30 Metres, 50 Metres,
70 Metres, and 90 Metres.
iii) White Ring = 1, Black Ring = 4, Blue Ring = 6, Red Ring = 8,
Bulls-Eye = 10
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Score equal to/higher than the qualifying number to move on to the next
event.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
LEFT/RIGHT : Adjusts the aim of the Arrow on the horizontal plane.
UP/DOWN : Adjusts the aim of the Arrow on the vertical plane.
Drawing The Arrow: Press the A Button as fast as you can to build your power.
Releasing : Press the B Button when you are ready to unleash the
arrow.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) For every 2 Metres of cross winds, adjust your Side Angle by one degree
to compensate. This is dependent upon a higher Power total being used,
so compensate slightly if you do not get full Power.
ii) The following will give rough estimates on Power and Up Angles for
getting close to the Bulls-Eye, but the Side Angles will require your
own judgment (using the above ideas is a good start).
=========
30 Metres
=========
Power Level: 1/3 to 1/2
Angle Up : 00
=========
50 Metres
=========
Power Level: 3/4 to Full
Angle Up : 00
=========
70 Metres
=========
Power Level: Full
Angle Up : 01-03
=========
90 Metres
=========
Power Level: Full
Angle Up : 05-08
o---------o
| Hurdles |
o---------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) If you bolt from your starting position as the fourth infraction of
doing so, you will be automatically Disqualified ( a DQ) from the
competition.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Complete the race in a time faster than the qualifying time. You can lose
the race and still qualify.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Running: Press the A Button as fast as you can.
Jumping: Press the B Button to leap into the air.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Other than the obvious "PRESS THE A BUTTON REALLY FAST" strategy, try
to time your jumps so your runner touches as little of the water as
possible. Take off from as near to the hurdle as you dare, allowing
for minimal running in the water that slows your runner down.
o----------------o
| Horizontal Bar |
o----------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) Perform your moves, then dismount when instructed.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
Impress the judges enough to get a score higher than the qualifying score to
advance.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Powering Up: Press the A Button repeatedly to make your movements quicker.
B Button : Performs various moves while swinging.
Landing : Press UP to hold the landing.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) Nothing too fancy here, just keep mixing in the B Button with your
rapid A Button use to make multiple moves impress the judges.
o---------------o
| Arm Wrestling |
o---------------o
~~~~~~~~~~~~~
~~~ Rules ~~~
~~~~~~~~~~~~~
i) First to win two rounds is the winner.
~~~~~~~~~~~~
~~~ Goal ~~~
~~~~~~~~~~~~
See above Rules for details.
~~~~~~~~~~~~~~~~
~~~ Controls ~~~
~~~~~~~~~~~~~~~~
Power: Press the A Button as fast as you can.
~~~~~~~~~~~~~~~~~~
~~~ Strategies ~~~
~~~~~~~~~~~~~~~~~~
i) BUTTON MASH AHOY!!!
ii) Since this is against another human player, try psyching them out with
trash talk (never know, it may work). If you get really desperate, you
could also try the patented "unplug their controller" technique
(WARNING: This may result in some physical violence if attempted!).
----------------------------------------------------------------------------
---------------------------------Olympic Mode-------------------------------
----------------------------------------------------------------------------
4) This section will list the various events of each day, which will also
list the demonstration events found in between competition for each day.
Please remember to refer to the events section for help on any of the
events specifically.
Choose between any of the following countries to start your quest:
U.S.A., U.S.S.R., W. Germany, U.K., France, Korea, China, Canada, Kenya,
and Japan.
o---------o
| Day One |
o---------o
i) The first event is Fencing, so make use of your great fencing skills
(ie start low, stab low) to win easily.
ii) The second event is the Triple Jump, where you face the formidable task
of qualifying with a triple jump that bests 15 Metres. Keep your jump
angles down in the 30-40 range to get the most distance from your jumps
that you can.
iii) The third event is Freestyle Swimming, so start with the gun, get your
rhythm, and finish the race in under 50 seconds to qualify.
If you manage to win all three events, you will be treated to the honour
of checking out Hang Gliding or Gun Firing as a demonstration event
before moving onto Day Two!
o---------o
| Day Two |
o---------o
i) High Dive is the first event, so pull out all the tricks you can to
clear the somewhat stiff 6.0 score for victory.
ii) Clay Pigeon Shooting is the second event, so aim and fire carefully.
Hit at least 32 targets to be victorious.
iii) Hammer Throw is the third event, so build your power and throw on a
40-50 degree angle to clear that near impossible 50 Metre qualifying
mark.
If you manage to win all three events, you will be treated to the honour
of checking out Hang Gliding or Gun Firing as a demonstration event
before moving onto Day Three!
o-----------o
| Day Three |
o-----------o
i) The first event is Taekwondo, so use your skills to force your opponent
to lose the sparring event to you.
ii) The second event is the Pole Vault, so raise the bar to a height that
will qualify, and utilize your combination of button mashing and button
hold timing to clear the bar at or over 5.
iii) The third event is Canoeing, so refer to the Canoeing walkthrough in
the Events section for specifics on the positioning of the Gates. You
will need to score over 4500 points to qualify (a sub 2:30 time
provided you incur no penalties).
If you manage to win all three events, you will be treated to the honour
of checking out Hang Gliding or Gun Firing as a demonstration event
before moving onto the Final Day!
o-----------o
| Final Day |
o-----------o
i) Archery is the first event, so adjust for wind, length, and power as
you aim to score higher than 90 to qualify.
ii) Hurdles is the second event, so bring your supreme button mashing
skills as well as your well timed jumps to beat the qualifying time of
2:33.
iii) Horizontal Bar is the third event, so perform all of your great tricks
and stick the landing to score better than the 8.00 qualifying score.
Congratulations on winning Olympic Mode, so enjoy your ending!
o-------------------o
| Country Passwords |
o-------------------o
What!?!? You want ME to supply you with passwords? Well okay, but next
time develop inhuman skills to actually complete some of the harder events
yourselves!
______________ ___________ ___________ ___________
| Country Name | Day Two | Day Three | Final Day |
|______________|___________|___________|___________|
|U.S.A | 1GG36VR54 | HGG3KURN2 | 1GG36URN4 |
|______________|___________|___________|___________|
|U.S.S.R | RSS36VRWC | RGS3KURO4 | JSSF6UROC |
|______________|___________|___________|___________|
|W. Germany | NDS36VR24 | 5DG3KUR22 | NLG36URTC |
|______________|___________|___________|___________|
|U.K. | ZYGF6VRM4 | ATG3KURM4 | AYS36URMC |
|______________|___________|___________|___________|
|France | TLS36VRCC | 2LGFKURBC | TDS36URCC |
|______________|___________|___________|___________|
|Korea | MLGF6VRIC | MDS3KURYC | MDS36URIC |
|______________|___________|___________|___________|
|China | CLS36VRGC | BDS3KURGC | BDS36URSC |
|______________|___________|___________|___________|
|Canada | ILGF6VRDC | YLG3KURDC | IDGF6URDC |
|______________|___________|___________|___________|
|Kenya | ISSF6VRFC | YGGFKUR3C | YGS36URFC |
|______________|___________|___________|___________|
|Japan. | SSS36VRPC | SSS3KURPC | SGG36URX4 |
|______________|___________|___________|___________|
Credit for some of these passwords (mainly Japan, Korea, and France) belongs
to the Codes & Secrets page at GameFAQs. The rest were earned of my own
skills over the past 15 years of playing.
----------------------------------------------------------------------------
---------------------------------Final Word---------------------------------
----------------------------------------------------------------------------
5) As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2004. 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.