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The controls change by event: in the NES hurdles, repeatedly tap right to run; in hammer throw golf, rapidly tap B to build power and press A to release. There is no single button mapping that works across every event. The detailed button guidance below describes the original NES control scheme; if you are playing the Nintendo Switch edition, check its in-game control display because the Switch-specific manual inputs have not been verified here.
Which version do these controls cover?
This guide focuses on the original NES control scheme, using the visible summary of the NES manual and event-by-event community guides. Some guide descriptions conflict, particularly for swimming and fighting, so use the control display in your game when an input does not match. The controls below are therefore a practical NES reference, not a promise that every action will map the same way in every edition.
Nintendo’s US product listing describes a separate digital Nintendo Switch edition, released April 16, 2020. It lists TV, tabletop, and handheld play; local single-system play for 1–4 players; and online play for 2–4 players. Nintendo says the edition includes only the original graphics version. These are details from the US listing and should not be read as confirmation of availability or modes in every region. The listing’s unusual events include golf played with a throwing hammer and pole vaulting between rooftops. Nintendo’s US product page
The event controls below are not confirmed as identical on Switch. Check the in-game control display if you are using that edition. The Switch listing says the game supports handheld mode as well as TV and tabletop play, so a separate controller is optional rather than a stated requirement; no particular controller model is confirmed.
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Controls and tips by event
400-meter hurdles
Goal: reach the finish while dealing with hurdles and, if you choose, opponents. The NES guide describes several ways to handle obstacles, so learn the movement options before deciding how much to attack. Unlike a simple run-and-jump race, hurdles can be cleared, broken, or slid under, and the obstacles can become part of the contest between runners.
- Run: repeatedly tap right.
- Jump: press B.
- Ram or break a hurdle: press A.
- Slide under a hurdle: press down.
- Use a broken hurdle piece: pick it up, then press A to swing or throw it toward an opponent.
- Spin-kick: jump and press A.
The manual summary supports running, jumping, and actions in the race; the more specific obstacle and item mappings come from a community FAQ. NES manual scan · GameFAQs NES controls guide
Beginner tip: first decide whether you can reliably clear, ram, or slide beneath each hurdle. If you are still learning the rhythm, prioritize staying in motion and handling the obstacle in front of you rather than trying every attack at once. A contributor strategy guide recommends knocking hurdles down because they may reveal medals or weapons, then saving more aggressive play for later in the race. Treat that as player advice, not a guaranteed reward or tested strategy. GameFAQs event strategy guide
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Hammer throw golf
Goal: send the hammer toward the landing area. This is not a conventional hammer-throw event: Nintendo describes it as golf played with a throwing hammer. It has two separate decisions—when to release the built-up power and how to influence the hammer as it comes down.
- Rapidly tap B to swing and build power.
- Watch the power bar and press A when it flashes to release.
- As the hammer approaches the ground, use left or right to affect its speed and steer its bounce on landing.
The flashing release cue and the effects of direction inputs come from the NES manual summary. Use the landing area as a reference rather than treating the release as the only timing decision: the direction inputs also matter as the hammer comes down. NES manual scan · Nintendo’s US product page
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Beginner tip: focus first on recognizing the flash and releasing at that cue. Then pay attention to the hammer’s approach and landing, using left or right as described in the manual summary. The sources do not provide a specific ideal direction, power amount, or universal landing technique, so avoid treating any one input sequence as a guaranteed result.
Swimming / Water Slaughter
Goal: manage movement and oxygen while contending with the other swimmer. This event differs from the foot races because positioning beneath the surface and oxygen are part of the decision-making, in addition to confronting the opponent. A contributor guide recommends taking fights when you are ahead on oxygen; it is a tactical suggestion, not a guaranteed way to win.
- The 2020 strategy guide maps A to jumping or swimming, B to underwater punches, up+B to dragging an opponent under, and down to diving from the surface.
- A shorter FAQ describes D-pad movement, A for jumping, and B for attack or breath. Its description differs in detail from the 2020 guide.
Because the guides do not fully agree on the action mappings, check the in-game control display if a specific input is unclear. The oxygen advice is most useful as a decision rule: avoid committing to a fight when your oxygen position is worse. If you are ahead, the guide suggests that is a better time to choose a fight, but this remains contributor strategy rather than a tested formula. GameFAQs NES controls guide · GameFAQs event strategy guide
For a first attempt, learn how your version displays swimming, diving, and attacks before relying on a memorized mapping from one FAQ. The guide differences matter here: the shorter FAQ’s reference to B as attack or breath is not identical to the detailed 2020 guide’s description of B as underwater punches. This guide cannot resolve that discrepancy from the available evidence.
Rooftop jumping
Goal: clear as many buildings as possible. The contributor guide says the number of buildings cleared decides the result; time is a tie-breaker when both players clear the same number. That means a faster run is not automatically better if it costs you a building. In this event, prioritize reaching another rooftop over shaving time when the two goals conflict.
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- The strategy guide maps B to grabbing an object and jumping.
- With a pole, hold B and release to vault. Pole-release timing changes the jump’s distance and height.
- The guide maps A to dismounting from the unicycle.
Practice how the pole’s release timing changes the landing, and use the screen map to estimate gaps. The guide recommends the unicycle when there is a rope crossing and the pole when you are uncertain. These are contributor recommendations, not universal guarantees; choose based on the obstacle and the timing you can execute. GameFAQs event strategy guide
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Beginner tip: use practice attempts to connect your speed, pole timing, and landing judgment rather than focusing only on the clock. The guide specifically notes that the screen map can help estimate distances. It does not give a fixed release point that works for every gap, so use the map and the result of each attempt to learn the timing. When a rope crossing appears, the contributor guide favors the unicycle; when you are uncertain, it recommends the pole.
Fighting
Goal: defeat the opponent while managing attacks, movement, and the PP meter. The event guides conflict on ordinary attack buttons, so do not assume that one summary applies to every version. Unlike the other events, there is no single uncomplicated attack mapping supported by both guide descriptions.
- The 2020 strategy guide says double-tapping left or right dashes. During a dash, A performs a jump kick; B performs a shoulder tackle or, with an item, a roll attack.
- That same guide maps A to punches and B to kicks during ordinary exchanges, and describes separate grapple controls.
- A shorter FAQ instead maps A to kicks and B to punches.
Use the in-game control display to resolve the basic attack mapping for your game. For tactics, the strategy guide recommends weakening the opponent, watching the PP meter, and attempting grapples when you have a meter advantage. This is contributor advice, not independently verified playtesting. GameFAQs NES controls guide · GameFAQs event strategy guide
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The detailed guide also distinguishes ordinary exchanges from dash attacks and item-enabled attacks, so do not use its dash description to infer the ordinary punch and kick mapping. First confirm the buttons shown for your game, then use the PP meter as a tactical cue. The contributor recommendation is to weaken the opponent and look for a meter advantage before attempting a grapple; no universal PP threshold or guaranteed grapple outcome is established.
How to choose a beginner strategy
Each event tests a different skill, so practice the objective and its main mechanic rather than searching for one universally best character or button pattern. The available guides do not establish a single best character across all five events. Instead, identify what the event rewards: reaching the finish or defeating an opponent, controlling a throw and landing, managing oxygen, or clearing buildings.
It also helps to separate manual information from player recommendations. The hammer-throw release cue and direction inputs are supported by the visible manual summary. Many of the more detailed hurdle, swimming, rooftop, and fighting instructions come from contributor FAQs. Strategy advice—such as saving aggression, choosing fights when ahead on oxygen, or selecting equipment for a rooftop obstacle—is useful to try, but the source material does not present it as official instruction or a guaranteed winning method.
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| Event | Main challenge | What to prioritize | Advice basis |
|---|---|---|---|
| 400-meter hurdles | Movement and obstacle decisions | Learn when to jump, ram, or slide; decide whether to use attacks and items. | Button details combine a community FAQ with the manual summary; aggression advice is from a contributor guide. |
| Hammer throw golf | Release timing and steering | Release on the flashing power cue, then use direction inputs as the hammer nears the ground. | Manual summary. |
| Swimming / Water Slaughter | Movement and oxygen management | Track oxygen and be selective about fights. | Control descriptions vary by guide; fight timing is contributor advice. |
| Rooftop jumping | Speed, distance, and landing judgment | Practice vault timing and aim to clear buildings; time breaks a tie in building count. | Contributor guide. |
| Fighting | Attack timing, movement, and PP management | Confirm button mappings in-game, then monitor the PP meter before attempting grapples. | Guides disagree on basic attacks; tactical advice is from a contributor guide. |
For a beginner, a sensible order is to confirm controls for the version you are playing, learn the event’s objective, and then practice its main timing or management challenge. Do not assume that mastering one event teaches you the button layout for another: the same A and B buttons take different roles across the events, and even community guides do not fully agree on every action.
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Frequently Asked Questions
Do the same A and B controls work in every event?
No. The NES controls are event-specific. For example, B jumps and A rams hurdles, while hammer throw golf uses repeated B taps to build power and A to release. Check the relevant event section rather than relying on one universal mapping.
Are these button mappings confirmed for the Nintendo Switch version?
No. The detailed mappings here describe the NES control scheme. Nintendo’s US listing identifies a Switch digital edition, released April 16, 2020, but no every original input was verified against the Switch control manual. Check the in-game control display on Switch.
What is the release cue in hammer throw golf?
Rapidly tap B to build power, then press A when the power bar flashes. The NES manual summary also describes using left or right as the hammer nears the ground to affect its speed and bounce.
Which controls are disputed in the guides?
Swimming descriptions differ: one guide maps B to underwater punches and lists up+B for dragging an opponent under, while a shorter FAQ describes B as attack or breath. Fighting guides also reverse the ordinary A/B punch-and-kick mapping. Check the game’s control display if you need a specific action.
What matters most in rooftop jumping: speed or buildings cleared?
The contributor guide says the number of buildings cleared determines the result, with time used as a tie-breaker if players clear the same count. Practice vault timing and use the screen map to judge gaps; the guide recommends the unicycle for a rope crossing and the pole when uncertain.
Is there a best character or guaranteed strategy for beginners?
The reviewed guides do not establish a single best character or guaranteed strategy across the five events. Their tactical suggestions—such as choosing fights when ahead on oxygen or watching PP before grappling—are contributor advice, not verified guarantees.
The Bottom Line
Learn the controls one event at a time: hurdles are about choosing an obstacle response, hammer throw golf hinges on the flashing release cue and later steering, swimming calls for oxygen awareness, rooftop jumping rewards building clears, and fighting requires attention to PP. These detailed inputs are NES guidance; check the in-game display for your version, especially on Switch and where contributor guides conflict.
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