HYPER OLYMPIC / TRACK & FIELD

EASTER EGG: 5 of the events have an Easter egg that offers a 1,000-point bonus. Under the 1,000 points, the designer's initials are shown.

100 Meter Dash: If both players finish in a tie, the guy from Tutankham will appear with a key from the right side of the screen walking to the left, and award you 1,000 bonus points when he approaches the left side (pictures #1 and #2).  A Tutankham-like tune will also play.

Long Jump: If a player makes 3 jumps with same result, the guy from Tutankham will appear with a key from the right side of the screen walking to the left, and award you 1,000 bonus points when he approaches the left side. A Tutankham-like tune will also play.

Javelin: Run as fast as you can, throw the javelin before the line, and hold the button down until you reach 80 degrees. The javelin should fly off the top of the screen, hit a bird, and award you 1,000 bonus points (picture #3). This is the only trick that can be done more than once.

110 Meter Hurdles: If both players finish in a tie, the guy from Tutankham will appear with a key from the right side of the screen walking to the left, and award you 1,000 bonus points when he approaches the left side.  A Tutankham-like tune will also play.

High Jump: Fault the first 2 attempts and then make the next 3 attempts. A gopher will quickly pop out of the ground and award you 1,000 bonus points (picture #4).

At least 3 versions exist!  The original version is credited to Konami (picture #5); the other version is credited as being licensed to Centuri (picture #6).  There's a less common 3rd variant that allows for scores of over 100 on the Hammer Throw (described below).

2 control panel configurations were made – one using buttons (the original version) and one using track balls.

The score counter rolls at 10 million.

Various tricks have been employed on how best to play the button control panel versions, using objects such as pencils, wallets, batteries, and even tennis balls (video #1).  As a result, such objects would damage the buttons and control panel overlays. Many operators back in the early 1980s replaced the run buttons with ones having raised guards around them to prevent the use of such objects.

100 Meter Dash: The scoring system is - 20 points per hundredth of a second under 14; 30 points per hundredth of a second under 11.

Long Jump: 42 degrees is optimal.  Just touching the white jump line adds to your speed which can give a considerable boost in the distance.  First aim for touching the line, and then work on getting that 42.  If you can get speeds close to 1300 then you should be able to reach the top marks for this event.  If you hit the take-off board it makes a speed increase, but if you do it twice in a row something happens that makes you go farther, and possibly even more for a 3rd time.  {Hector Rodriguez}

Javelin: Run as fast as you can, throw the javelin past the line (foul), and hold the button down until you reach 80 degrees. The javelin should fly off the top of the screen and wrap-around to the bottom!

Javelin: A similar cumulative speed boost like with the Long Jump exists for consecutive 'non foul' throws.  This event does give random results, but aim for 42-43 degrees; there's no perfect angle here.  Not very noticeable to most, but hitting the run buttons while the javelin is in flight help; without doing that, you'll have a hell of a time getting that default record on the event.  The best you can throw is 99.93.  {Hector Rodriguez}

Hammer Throw: Tap the run button once to get him started. You can hear a swooshing sound for every spin. The sound is when you want to throw; don't wait to hear it, just decide which spin you want to throw on. Each spin gets faster than the previous. 6 or 7 spins will go far enough to qualify if your angle is close to the perfect 45*. 8 and 9 spins leave room for error in the angle and can still qualify even if the angle is farther off. Perfect would be 1 button tap, throw on 9th spin, angle 45*, speed at 1484, and distance 98.50. If done again right after you get 99.48 and once more is 99.49. Some versions allow you to get 99.99 on the Hammer Throw. These are the ones that can throw over 100m and it rolls over just like on Javelin. I was able to get 99.98 or 99.99 on these within a few plays. They are easy to recognize in that you are able to throw that far even without reaching those distances. On most pcbs, when I throw on my 9th spin, I only have 3 frames to get a throw IN bounds for a fair throw - down the bottom line is the 1st, just a bit above that and not quite down the middle is the 2nd, and the 3rd is just slightly above the middle. Only throwing along the bottom line with a 45-degree angle will hit 98.50-99.49. The version that can hit 99.99 have 4 frames to get IN bounds, with the same 3 as mine plus the top line throw for the 4th frame. On these, throws on both lines can hit 99.99 or go over with a 45-degree angle. So, if you get any top line throws that are IN bounds, that's a 99.99 capable version. {Hector Rodriguez}

Hammer Throw: If you tap the buttons while you are spinning, the meter fills up faster, but if player 1 taps their own buttons while player 2 is spinning, it fills up faster too! Player 2 tapping has no effect on player 1. There is a similar thing on player 3 and 4 but I forgot which one effects the other. {Hector Rodriguez}

With the Long Jump, Javelin, and Hammer Throw events, a small percent of your previous attempt will carry over and help the next attempt go farther.  For example, an 8 meter jump will give +8cm on your next jump.   Your 1st attempt on all 3 has less potential to be your best, and if you foul, your next attempt will have no added cumulative effect.  For Javelin is still kind of random, but it does have an effect.  {Hector Rodriguez}

BUG: Throws of 100m or further in the Hammer Throw and Javelin events will cause a counter wrap-around, so a 100m12 throw will be logged as 0m12 (and will not qualify you)! The javelin will also flip around horizontally before landing on the ground.

BUG: On the 110 Meter Hurdles event, normally the event ends at 40 seconds, but this trick allows it to keep running past that.  Start a 2 player game.  Both players must make it to hurdles.  Start a timer/stopwatch when the race starts.  First player across the finish must jump THROUGH the finish line.  Next player crosses finish line as timer rolls over 100 seconds.  If done with good timing you can get under one tenth of a second.  My best time is .05 seconds., which is worth about 37,000 points (video #2).  {Hector Rodriguez}

BUG: On the High Jump event, heights starting at either 2.47 or 2.48 will show a gap in the bar; each height after that will show a larger gap. (picture #7). If the 3rd and 4th players reach the same heights, the gap won't be present.  At 2.56m, the bar will be on the mat and will slowly rise up with each subsequent jump.

BUG: On the High Jump event, after clearing 4.85m, the height will reset back to 2.30m (picture #8).

 

  
 


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