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Hyper Sports

ハイパーオリンピック '84

Year
1984
Developer
Konami
Publisher
Konami (US: Centuri)
Platform
Arcade
Hardware
Konami arcade hardware
Genre
Sports / button-mashing events
Players
1-4 players (alternating)
Controls
2 run buttons + 1 action button per player
Series
Track & Field series
Hyper Sports cover
⬇ Coming soon

Gameplay Screenshots

Hyper Sports gameplay
Hyper Sports gameplay

About This Game

Hyper Sports is the 1984 sequel to Konami's Track & Field - the game the Japanese market knew as Hyper Olympic '84 - and it keeps the formula that made its predecessor an arcade phenomenon: brutal button-mashing sprint inputs plus perfectly timed single-action events, now seven events instead of six.

The roster: 100m freestyle swimming, skeet shooting, gymnastics horse vault, archery, triple jump, weightlifting and the 110m hurdles finale. The mash events (swimming, vault, the hurdle run) test raw tempo; the timing events (skeet, archery, weightlifting) test a single button press at the perfect moment - the lift requires holding the bar steady under a trembling-arm animation that still feels cruel. Four players alternate in relay-style competition, which made it a record-chasing social machine in arcades: the world-record chase for Track & Field-style games is one of gaming's longest-running score battles. As a sequel it is more polished and more varied than the original, and the hurdles finale remains one of the great button-mash tests.

  • Seven events: swimming, skeet, vault, archery, triple jump, weightlifting, hurdles
  • The classic split: mash-tempo events vs single-press precision events
  • Four-player alternating competition, relay style
  • The weightlifting steady-hold as pure nerve vs trembling arms

Version History

  • Arcade original1984

    Konami coin-op (Centuri in the US), the version on this page.

  • Track & Field1983

    The predecessor, with six events and the same two-button scheme.

  • Home conversions1984-85

    NES (as Track & Field in Europe/US line) and other platforms.

Cheats & Secrets

DIP switches / service menuQualifying times and difficulty

Standard Konami operator settings; no verified secret codes.

Tips & Strategy

Alternate fingers, not hands

Two buttons per event means the fastest tempo is three fingers rotating across both buttons. Whole-hand mashing loses meters per second.

Weightlifting: watch the tremble rhythm

The bar shakes in a fixed cycle. Press the hold during the steady phase, not the tremble - it is timing, not strength.

Skeet: lead the target

The clay flies on a fixed arc. Aiming where it will be, one plane ahead, beats tracking it visually.

Hurdles: rhythm over panic

The final event kills mashers who jump late. Count the stride pattern between hurdles; the jump timing is musical, not reactive.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon