Documented for this version
Which controls does this version use?
Actions
AB | Run by alternating A and B rapidly. Used primarily in sprinting and the approach phase of field events. |
|---|---|
AB | Perform event-specific jumps or throws with timed button presses. The exact timing and button use vary by event. |
Control notes
Controls are for the NES version; event-specific timing is central to performance.
How it plays
How does Track & Field play?
Players compete in a sequence of track and field events from a side-view perspective. Events include the 100-meter dash, long jump, javelin throw, 110-meter hurdles, hammer throw, and high jump. The objective is to achieve the required mark or finish ahead of the field.
Most running events use rapid alternation of the A and B buttons. Jumping and throwing events add timing, angle, or release controls. Players progress by meeting qualifying standards, earning medals, or completing the event sequence, depending on the selected mode and number of competitors.
Plan your run
What is the best way to play Track & Field?
Alternate A and B rapidly but keep a steady rhythm; frantic or uneven presses can reduce speed. In jumping and throwing events, prioritize the takeoff, release, or jump timing over maximum button speed.
For multiplayer sessions, practice one event at a time and learn its timing window before attempting a full competition. Hurdles reward consistent rhythm more than uncontrolled speed.
Before you begin
What should you know before playing?
- 1
Practice each event separately because running, jumping, and throwing use different timing.
- 2
In multiplayer, agree on a button technique that avoids accidental pauses or missed inputs.




Community discussion
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