Track and Field NES Game Cartridge
Track and Field was released for the NES in 1987. It was developed by Konami and published by Kemco. It was originally released in the arcades in 1985. The game was released for multiple consoles, with every console having a different set of events. In the NES version, the events are the 100 Meter dash, the Long Jump, the 100 Meter Hurdles, the Javelin Throw, Skeet Shooting, the Triple Jump, Archery, and the High Jump. In every event, there will be a time for qualifying or a level a player will need to achieve to progress into the game’s next event. if the player fails to qualify, which would be one heat in the running events or three tries for other events, the player will lose a life. If there are no lives left, the player will receive a game over.
While playing the 100 Meter dash, the player will press the A button as fast as they can. If the player starts to run before GO, they will receive a warning for a flying start. If three warnings are received, one chance will be lost. The player will need to cross the finish before the time for qualifying passes, or a life will be lost. Finishing with the same time as a computer runner will award the player 3000 points. The qualifying times for each round are 14 seconds for Round 1, 13 seconds for round 2, 12.5 seconds for Round 3, 12 seconds for Round 4, 11.75 seconds for Round 5, 11.25 seconds for Round 6, and 11 seconds for Round 7.
In the Long Jump event, the player will press the A button as fast as they can when starting. When the jumping line comes up, the player will pause, and will then need to choose the desired angle. Best results will be achieved between 40 degrees and 45 degrees. If the player crosses the jumping line, they will receive a warning and will have their jump disqualified. There will be a total of three chances to to try and jump past a qualifying distance. If the player fails on all three tries, a life will be lost. If the jump ends up with the final 2 digits in the player’s distance being the same, they will be awarded 3000 points. The qualifying distances are 5.5 meters for Round 1, 6.5 meters for Round 2, 7 meters for Round 3, 7.5 meters for Round 4, 8 meters for Round 5, 8.25 meters for Round 6, and 8.5 meters for Round 7.
During the 110 Meter Hurdles, when GO is shouted, the player will press the A button as fast as they can. Starting to run before Go is shouted will result in a warning for a flying start. Three warnings will have the player lose a chance. When a hurdle is approached, the player will need to tap the D-Pad at the correct time to jump over a hurdle. Hitting it too early or too late will have the player fall down. The player will lose a life if they take too long to finish. Finishing with the same qualifying time as a computer runner will award the player 3000 points. The qualifying times for each round are 15.5 seconds for Round 1, 14.5 seconds for Round 2, 14 seconds for Round 3, 13.5 seconds for Round 4, 13.25 seconds for Round 5, 12.93 seconds for Round 6, and 12.5 seconds for Round 7.
For the Javelin Throw event, the player will need to press A as fast as they can when it starts. When the player gets close to the throwing line, they will pause and will need to hold down on the D-Pad until the angle they want is reached before they release it. Best results will be achieved between the angles of 40 degrees and 45 degrees. If the throwing line is crossed, a foul will be given, disqualifying the player’s throw. A player will have a total of three chances to throw the javelin past the distance needed to qualify. A life will be lost if the player does not qualify after three chances. If the javelin is thrown high enough where it will rise above the screen’s top, it will strike a space shuttle and the player will then receive 3000 points. This bonus feat is only able to be done one time per round. The qualifying distances for each round are 65 meters for Round 1, 70 meters for Round 2, 75 meters for Round 3, 80 meters for Round 4, 85 meters for Round 5, 90 meters for Round 6, and 95 meters for Round 7.
When playing the Skeet Shooting event, the player will use left on the D-Pad to shoot the targets on the left and the A and B buttons will be used to shoot targets on the left or right, respectively. The goal is to hit as many targets as you can consecutively. If the player does not miss any targets, more valuable ones will be released. Not missing targets will also have them start to move faster, but the player’s reticule will get bigger and allow them to hit the targets with lower precision. If a target is missed, they will start to slow down and the player’s reticule will shrink down back to the original size. If all targets during a run are hit, a spaceship will fly by. The player can shoot it on their left side to receive 300 points. A crow will appear in every sight afterwards which can be shot for 5000 points every time. If the NES Advantage is used for rapid shooting, it will sometimes misfire and allow the player to hit a crow twice in a sight and receive 10000 points instead of 5000. The qualifying scores for every round are 2400 points for Round 1, 2800 points for Round 2, 3000 points for Round 3, 3200 points for Round 4, 3400 points for Round 5, 3600 points for Round 6, and 3800 points for Round 7.
The Triple Jump event will start with the player repeatedly pressing the A button to gain momentum. When approaching the jumping line, the player will need to hold down on the D-Pad to get a 35 degree angle. When landing, the player will aim to for an angle of 41 degrees. Having the player’s distance have the final 2 digits the same will award the player 3000 points. The qualifying distances for each round are 13 meters for Round 1, 14 meters for Round 2, 15 meters for Round 3, 16 meters for Round 4, 16.5 meters for Round 5, and 17 meters for Round 6.
Before starting the Archery event, the player will tap either A or B to randomly choose the speed of the wind. When the target approaches, the player will need to hold either A or B until they get an angle of about 5.0 degrees, then release the button. Hitting a bullseye will give the player NICE recognition. If 8 NICES are achieved in rounds 1 or 2, the player will move onto another round where they can get more points. If the player hits a bullseye on the next to last arrow, a cat that has an apple on top of its head will come by. Hitting the apple will award the player 1000 points and 3 extra arrows. Starting in Round 4 and on, the target will alternate directions. The player’s first arrow will have the target moving down, and the second will have it moving up, and so forth. the qualifying scores for each round are 2500 points for Round 1, 2700 points for Round 2, 2800 points for Round 3, 2900 points for Round 4, 3000 points for Round 5, and 3100 points for Round 6.
During the High Jump event, the player will begin by pressing the A button as fast as they can. When the jumping line comes up, the player will pause and will need to hold the D-Pad. Unlike other events in the game, holding the D-Pad will start at 80 degrees and will then count down. Once the player is high enough, they will need to continue pressing the D-Pad to carry their character’s body over the bar. If the high bar is knocked off or if the mat is ran into, the player will get a foul, disqualifying their jump. The player will have three shots to jump over the height that is needed to qualify. A life will be lost if the qualifying height is not met. 3000 points will be awarded to the player if the bar is cleared during all three chances during a single round. The qualifying heights for each round are 2.26 meters for Round 1, 2.28 meters for Round 2, 2.30 meters for Round 3, 2.32 meters for Round 4, 2.34 meters for Round 5, and 2.36 meters for Round 6.
Region: NTSC (North America)