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

Gameplay Screenshots


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 difficultyStandard 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.
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