data/claims/hyper-sports-history.yamlHyper Sports (history and reception)
Game: Hyper Sports.
Akagi Masumi's list of arcade games files the arcade game in Japan as Hyper Olympic '84, by Konami Kogyo, in July 1984, and gives Hyper Sports as its other title. hyper-sports-history/arcade-release-japan
p. 27 (image 29), 国内編 (Japan), Konami section (OCR text line 3344) — the OCR reads 八 (the kanji eight) for the katakana ハ84/07八イパーオリンピック84 (Hyper Sports)Our translation84/07 (July 1984) Hyper Olympic 84 (Hyper Sports)アーケードTVゲームリスト 国内・海外編 (1971-2005) · p. 92 (image 94), Japanese index (OCR text lines 23388-23392) — the OCR reads "コナ s" for コナミ八イパーオリンピック84 コナ s 工業 84/07Our translationHyper Olympic 84, Konami Kogyo (コナミ工業), 84/07Revised after a check by a second AI model, 2026-11-06: locators give printed pages and images.Read in the OCR text only. The printed pages are the folios the OCR reads at the foot of each page (27, 92), on the scan's images 29 and 94. The list gives year and month only and names no source for its dates.
Cited by: Hyper Sports
Akagi's list files the arcade game abroad as Hyper Sports, by Konami and Centuri, in July 1984. hyper-sports-history/arcade-release-overseas
p. 155 (image 157), overseas index (OCR text lines 43194-43198)Hyper Sports Konami/Centuri 84/07アーケードTVゲームリスト 国内・海外編 (1971-2005) · p. 113 (image 115), 海外編 (overseas), among Konami's games (OCR text line 30431)84/07 Hyper Sports [Konami]Revised after a check by a second AI model, 2026-11-06: locators give printed pages and images.Read in the OCR text only; the printed pages are the OCR's folios (113, 155) on images 115 and 157. The list gives no country; the section heading over line 30431 is scrambled in the OCR.
Cited by: Hyper Sports
Play Meter's account of the March of Dimes International Konami/Centuri Track & Field Challenge, a tournament between American and Japanese players held in Tokyo in June 1984, says that Konami took the occasion to unveil its next machine, Hyper Sports. The competition was held the day after a ceremonial dinner on 9 June. hyper-sports-history/arcade-unveiling
p. 35 (image 35), "Japanese, U.S. Players Battle on Track & Field"the second part of a two-part article about The March of Dimes International Konami/Centuri Track & Field Challenge.Play Meter, vol. 10, no. 21 (15 November 1984) · p. 35 (image 35)On June 9, the tournament parti¬ cipants and guests gathered for a ceremonial dinner.Play Meter, vol. 10, no. 21 (15 November 1984) · p. 35 (image 35)The next day, the second floor ballroom of The Grand Palace Hotel was transformed into the setting forPlay Meter, vol. 10, no. 21 (15 November 1984) · p. 36 (image 36)It was a day for champions and Konami took the occasion to unveil its next machine. Hyper Sports.Play Meter, vol. 10, no. 21 (15 November 1984) · p. 36 (image 36)The U.S. players were dazzling once again in the use of their spe¬ cialized technique in Tokyo.Revised after a check by a second AI model, 2026-11-06: dated the day after the 9 June dinner, as quoted; the page says Play Meter reported it.By Roger Sharpe. The article dates the competition only as "the next day" after the 9 June dinner, and the unveiling as on that day ("It was a day for champions").
Cited by: Hyper Sports
Game Machine's "Best Hit Games 25" chart of table video games, in its 15 August 1984 issue, ranked Hyper Olympic '84 (Hyper Sports, Konami) sixth, as in the previous chart, with a rating of 6.46. The chart averages the rankings operators give the games installed at the surveyed locations by earnings and popularity; on its scale 6 is fairly good popularity and earnings. hyper-sports-history/arcade-chart-japan
p. 25 (image 13), "Game Machine's Best Hit Games 25", テーブル型TVゲーム機 (TABLE VIDEOS) — the OCR reads ビ for ピ and 十 for ナハイパーオリンビック ’84 ( コ十ミ) Hyper Sports (Konami) .6.46Our translationHyper Olympic '84 (Konami). Hyper Sports (Konami), 6.46Game Machine, no. 242 (15 August 1984) · p. 25 (image 13), chart headingBest Hit Games 25 ■テーブル型 T V ゲーム機 (TABLE VIDEOS )Game Machine, no. 242 (15 August 1984) · p. 25 (image 13), table videos, rank 6 — read on the page image (image n12), with "Hyper Sports (Konami)" below it and the rating "6.46"; the rank and previous-rank columns both read 6ハイパーオリンピック '84(コナミ)Our translationHyper Olympic '84 (Konami)Game Machine, no. 242 (15 August 1984) · p. 25 (image 13), legend — read on the page image (image n12)調査ロケーションの設置機種を売上げと人気度から見たランク付けして、各オペレーターの判断によるデータを集計、その平均値を示したものOur translationthe games installed at the surveyed locations are ranked by earnings and popularity, the data from each operator's judgement totalled, and the average shownGame Machine, no. 242 (15 August 1984) · p. 25 (image 13), legend — read on the page image (image n12), as the legend's 6まあいい人気と売上げOur translationfairly good popularity and earningsRevised after a check by a second AI model, 2026-11-06: rank 6 (previous 6) and 6.46 read on the page image; the legend quoted; "and 7 good" dropped.The OCR garbles the rank column; the rank was read on the page image. The game is the sixth title listed, after Karate Champ (8.19), The Tower of Druaga, Crowns Golf, Kickstart and Water Match. The chart's circled ranks aren't interpreted here.
Cited by: Hyper Sports
Centuri's conversion kit manual for the arcade game gives two kinds of control, "GO" buttons that make the athlete accelerate, shoot or lift and an "UP" button that makes him jump or shoot, and ends the game when the player fails to qualify in an event. Its switch settings provide for one to four players. hyper-sports-history/arcade-kit-manual
image 4, game instructions (OCR text lines 69-75) — the OCR reads ^ for a commaTAP "GO" AND PLAYER WILL ACCELERATE^ SHOOT OR LIFT.
PUSH "UP" AND PLAYER WILL JUMP OR SHOOT.
GAME OVER IF YOU FAIL TO QUALIFY IN AN EVENT.Hyper Sports conversion kit instruction manual (P/N 901-2175) · image 6, switch settings (OCR text line 723)Use controls for 1 thru 4 playersHyper Sports conversion kit instruction manual (P/N 901-2175) · image 1, title page (OCR text lines 1-3)CONVERSION KITHyper Sports conversion kit instruction manual (P/N 901-2175) · image 15, back cover (OCR text line 1916) — the OCR reads "CenturLlnc." for Centuri, Inc.CenturLlnc. • 1780 W. 4th Avenue • Hialeah, Florida 33010Our translationCenturi, Inc., 1780 W. 4th Avenue, Hialeah, Florida 33010Revised after a check by a second AI model, 2026-11-06: quotes Centuri's address line; locators and OCR line numbers corrected.The manual's back cover gives Centuri, Inc.'s address in Hialeah, Florida. It prints no date. No printed page number has been read on the pages cited, so the locators give the scan's image and the OCR text line.
Cited by: Hyper Sports
The kit manual lists seven events: 100-metre freestyle swimming, skeet shooting, long horse, archery, triple jump, weight lifting and pole vault. hyper-sports-history/arcade-events
images 4-5, events (OCR text lines 79-171) — the OCR reads "SWimiNG-lOOM" for SWIMMING-100M and loses the V before TRIPLE JUMPI. SWimiNG-lOOM FREESTYLE : … II. SKEET SHOOTING ; … III. LONG HORSE : … IV. ARCHERY: … TRIPLE JUMP : … VI. WEIGHT LIFTING: … VII. POLE VAULT :Revised after a check by a second AI model, 2026-11-06: locators give images and corrected lines.Game Machine of 1 August 1984 (Internet Archive item game-machine-magazine-19840801p) also speaks of seven events in its OCR ("7 種目登場"); that page hasn't been pinned or read on the image. No printed page number has been read on the manual's pages; the locator gives the scan's images and the OCR text lines.
Cited by: Hyper Sports
In the kit manual's rules, a swimmer who equals the computer's time earns a 3,000-point bonus; in skeet shooting, consecutive hits widen the sight window and a miss shrinks it to its smallest, and a 500-point clay appears after nine hits in a row and a 1,000-point clay after 19. In archery a wind reel sets the wind's direction and speed, up to 7 mph, and holding the "UP" button sets the arrow's angle. In weight lifting the player picks a weight class and can't go back to a lighter one. hyper-sports-history/arcade-scoring
image 4, event I (OCR text line 93)EQUAL THE COMPUTER'S TIME FOR 3,000 POINT BONUS.Hyper Sports conversion kit instruction manual (P/N 901-2175) · image 4, event II (OCR text lines 103-111)SHOOT CLAY WITHIN THE RED WINDOW TO SCORE. CONSECUTIVE
HITS EXPAND THE WINDOW, IN SINGLE INCREMENTS, TO MAXIMUM.
A MISS WILL REDUCE THE WINDOW TO THE SMALLEST SHAPE.
500 POINT CLAY APPEARS AFTER NINE (9) CONSECUTIVE HITS.
1,000 POINT CLAY APPEARS AFTER 19 CONSECUTIVE HITS.Hyper Sports conversion kit instruction manual (P/N 901-2175) · image 5, event IV (OCR text lines 140-142) — the OCR garbles the direction arrows ("I OR f") and drops the digit before THRUWIND REEL DISPLAYS WIND DIRECTION ( I OR f ) AND VELOCITY ( THRU 7 MPH ). PUSH "UP" BUTTON TO SHOOT AND HOLD TO CONTROL ANGLE.Hyper Sports conversion kit instruction manual (P/N 901-2175) · image 5, event VI (OCR text lines 158-162) — the OCR reads > and ^ for commasPUSH "GO" BUTTON> EACH TIME^ TO ADVANCE TO THE NEXT HEAVI- EST CLASS. ONCE ADVANCED^ BACKING UP TO A LIGHTER CLASS CAN NOT BE MADE. PRESS "UP" BUTTON TO ELECT WEIGHT CLASS.Revised after a check by a second AI model, 2026-11-06: quotes the wind-reel and weight-class lines.No printed page number has been read on the manual's pages; the locators give the scan's images and the OCR text lines.
Cited by: Hyper Sports
Computer and Video Games printed a reader's tips for the arcade game in July 1985: tying the computer's swimmer earns 1,000 points; in archery, a "Nice" with every arrow brings three apples worth 1,000 points each; in skeet shooting, shooting every skeet brings out a flying ghost, and shooting it gives a perfect bonus, after which a small bird is worth 1,000 points a hit; and clearing the pole vault at full speed, 1,050 cm/sec, brings out a mole with bonus points. hyper-sports-history/arcade-tips-cvg
p. 106 (image 106), "Hyper Sports"Cameron McDade from Wakefield in Yorkshire has come up with some tips for Hyper SportsComputer and Video Games, issue 45 (July 1985) · p. 106 (image 106)If you can manage to tie with the computer controlled swimmer, you will be award- ed 1.000 points!Computer and Video Games, issue 45 (July 1985) · p. 106 (image 106)Try and score a "Nice" with every arrow. If you are suc- cessful, three apples should appear which can be shot for 1.000 bonus points apiece.Computer and Video Games, issue 45 (July 1985) · p. 106 (image 106)Shoot every skeet and wait for the flying ghost to ap- pear. If it appears from the right, shoot it in the left hand sight and vice versa if it ap- pears from the left. This will give you a perfect bonus score.Computer and Video Games, issue 45 (July 1985) · p. 106 (image 106)A small bird will then fly across the screen. Shoot it as many times as possible and earn 1 ,000 points for each hit.Computer and Video Games, issue 45 (July 1985) · p. 106 (image 106), headingPole Vault:Computer and Video Games, issue 45 (July 1985) · p. 106 (image 106)If you can clear the bar with your speed still at maximum — 1050cm/sec - a mole will dig his way out of the ground and award you with more bonus points.Revised after a check by a second AI model, 2026-11-06: quotes the perfect-skeet condition and the Pole Vault heading.The tips are a reader's, Cameron McDade's, and they don't match the kit manual's 3,000-point swimming bonus. They cover the pole vault, which only the arcade game has among the versions read, so they are for the arcade game.
Cited by: Hyper Sports
In July 1985 Sinclair User reported that the newly revived Imagine label had signed up Konami's arcade games, and that Hypersports had come out in June, with Konami's Tennis to follow in July and Yie Ar Kung Fu, Hyper Rally and Konami's Golf after it. hyper-sports-history/computer-licence
p. 7 (image 7), newsThe newly resurrected Imagine label has signed up Konami’s arcade games forSinclair User, issue 40 (July 1985) · p. 7 (image 7) — the OCR reads "Rung" for Kung; the end of the first sentence is lost at a column breakHypers¬ ports, reviewed in this issue, was released in June and Konami’s Tennis fol¬ lows in July. Yie Ar Rung Fu, Hyper Rally, and Konami’s Golf will follow.Checked by a second AI model, 2026-11-06.The item doesn't say which computers the June release was for; the magazine covers the ZX Spectrum, and its review in the same issue is of the Spectrum game.
Cited by: Hyper Sports
Imagine's advertisement in Computer and Video Games, July 1985, called Hyper Sports the officially endorsed version of the No. 1 arcade game, with six new events, continuing the challenge where Track and Field left off. hyper-sports-history/imagine-ad
image 49, Imagine advertisementas you enter the HYPER SPORTS stadium to compete In six NEW exhausting events in this state of the art simulation - the officially endorsed version of the No. 1 arcade game. Continuing the challenge where Track and Field' left off.Checked by a second AI model, 2026-11-06.The advertisement is Imagine's, held at T1 because the lint counts a magazine-kind source as secondary. Its formats and prices aren't legible in the OCR. No printed page number has been read for the advertisement, so the locator gives the scan's image.
Cited by: Hyper Sports
Crash reviewed the ZX Spectrum game in August 1985, from Imagine for the 48K Spectrum at 7.95 pounds, and gave it 92% overall, calling it an excellent arcade conversion, one of the best yet. It counted six of the arcade game's events: swimming, skeet shooting, horse vaulting, archery, triple jump and weight lifting. hyper-sports-history/spectrum-crash-review
p. 25 (image 25), "Hyper Sports"Producer; Imagine Memory required: 48K Retail price: £7.95Crash, issue 19 (August 1985) · p. 25 (image 25)Sports is the official Spectrum version of Konami's arcade game which followed in the footsteps of the highly original Hyper OlympicsCrash, issue 19 (August 1985) · p. 25 (image 25)There are six of the original events; swimming, skeet shooting, horse vaulting, archery, triple jump and weight lifting.Crash, issue 19 (August 1985) · p. 26 (image 26), comments boxGeneral rating: excellent arcade conversion, one of the best yet.Crash, issue 19 (August 1985) · p. 26 (image 26), ratings — read on the page image (image n25)Overall 92%Revised after a check by a second AI model, 2026-11-06: ratings read on the page image; getting started is 87%, not the OCR's 37%.The ratings, read on the page image (image n25): use of computer 89%, graphics 90%, playability 93%, getting started 87%, addictive qualities 96%, value for money 86%, overall 92%. The OCR misreads getting started as "37%".
Cited by: Hyper Sports
Crash's three unsigned comments on the Spectrum game were favourable. One called it a superb arcade clone, as close to the original as the Spectrum allows; another found it no piece of cake and frustrating to be sent back to the start for an arrow a fraction of a degree out; the third called it the copy to get for anyone who wants one true to the arcade game. After the last event the events begin again with the qualifying marks raised. hyper-sports-history/spectrum-crash-opinions
p. 26 (image 26), first comment'A superb arcade clone with Imagine getting as close to the original as possible within the limits of the Spectrum.Crash, issue 19 (August 1985) · p. 26 (image 26), second commentAlso like the real thing, the game is no piece of cake either. It's really frustrating having to go back to the start if the odd arrow is a couple of points of a degree outCrash, issue 19 (August 1985) · p. 26 (image 26), third commentIf you want a true-to-the-arcade-game copy, then this is the one to get.Crash, issue 19 (August 1985) · p. 26 (image 26) — the OCR reads "onfy", "tot" and "alt" for only, lot and allcome back to start the series of events again, onfy this time it's a tot harder with alt the qualifying times upped.Revised after a check by a second AI model, 2026-11-06: three unsigned comments, not three named reviewers.The three comments are unsigned on the page image (image n25).
Cited by: Hyper Sports
Sinclair User's review of the ZX Spectrum game (Imagine, 7.95 pounds), by Chris Bourne in July 1985, gave it four stars. It found its graphics more varied and generally better than Daley Thompson's Decathlon's, with more humour, but the swimming event's graphics the poorest of the six, and its sports not a coherent sequence as the ten decathlon events are. It called the game certainly superior to the current crop of sports simulations. The player goes on through the events until failing to qualify three times, and each new round raises the qualifying level. hyper-sports-history/spectrum-su-review
image 18, Hypersports reviewHypersports is licensed from the Japanese amusement arcade game of the same nameSinclair User, issue 40 (July 1985) · image 18Swim two lengths of the pool, remembering to breathe.Sinclair User, issue 40 (July 1985) · image 18The graphics on this event are the poorest of the six.Sinclair User, issue 40 (July 1985) · image 18The graphics are more varied and generally better than Daley Thomp¬ son’s Decathlon, with much more humour. You play through the sequ¬ ence until you fail to qualify three times, and each new round raises the qualifying level.Sinclair User, issue 40 (July 1985) · image 18but the sports themselves do not form a coherent sequence, in the way that the 10 decathlon sports do. It is certainly superior to the current crop of sports simulationsSinclair User, issue 40 (July 1985) · image 18, facts box — read on the page image (image n17): the box ends with four stars (★★★★) and is signed Chris BourneChris Bourne Publisher Imagine Price £7.95 Joystick Sinclair, Kempston, Cursor Memory 48KRevised after a check by a second AI model, 2026-11-06: four stars read on the page image; quotes the swimming lead-in.The swimming line directly follows the swimming event's lead-in. No printed page number is visible on the page image (image n17), so the locator is the scan's image.
Cited by: Hyper Sports
In Sinclair User's Gallup Top 30 for the month ending 19 July 1985, compiled by sampling sales at 250 retail outlets, Hypersports (Imagine) was second, behind Soft Aid; the magazine named it among the fastest risers. hyper-sports-history/spectrum-chart
p. 9 (image 10), ChartwatchFastest risers include Hypersports, Cauldron, Jet Set Willy 2, Rocco, Spy vs Spy and A View to a Kill.Sinclair User, issue 42 (September 1985) · p. 9 (image 10), chartThis chart is compiled by Gallup by sampling sales at 250 retail outlets, including high street chain stores and independent home computer shops MONTH ENDING JULY 19 1 SOFT AID QUICKSILV A/VARIOUS 2 ^ HYPERSPORTS IMAGINESinclair User, issue 42 (September 1985) · p. 9 (image 10), chart — read on the page image (image n9), with "MONTH ENDING JULY 19" and "2 ▲ HYPERSPORTS — IMAGINE"GALLUP TOP 30Revised after a check by a second AI model, 2026-11-06: "Gallup Top 30" and "250 retail outlets" as printed; the page no longer calls it the Spectrum game's chart.The chart doesn't say whether it counts Spectrum sales only.
Cited by: Hyper Sports
Imagine's instructions for the Commodore 64 cassette describe six events in order: swimming against computer-controlled opponents, skeet shooting with computer-controlled sights, a springboard vault, archery with eight arrows, a triple jump, and weight lifting. The player must qualify in each event to go on to the next. The game takes a joystick in either port, or the keyboard. hyper-sports-history/c64-instructions
image 1, English instructions (OCR text lines 1-7)are the copyright of Imagine Software (1984) LimitedHyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions (OCR text lines 16-24)SPACE BAR — FIRE JOYSTICK —PORT 1 OR2Hyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions (OCR text lines 21-23)the keyboard controls may be used at any time during play, even if joystick has been usedHyper Sports (Commodore 64) cassette instructions, Imagine · German instructions — the OCR reads groartige for großartigesimuliert sechs groartige SportveranstaltungenOur translationsimulates six great sporting eventsHyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions (OCR text lines 25-27)in order to progress to the next event you must qualifyHyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, swimmingYour opponents have differing swimming skills and are controlled by the computerHyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, skeet shootingComputer controlled sights home in on the skeet and marksmanship depends on fast reaction on the left/right controls.Hyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, archerythen press fire again to shoot one of your eight arrows at the passing target.Hyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, weight liftingNow for the final test — a test of strength and stamina.Hyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, vaultNow test your ability as a gymnast — press the fire button to run the springboardHyper Sports (Commodore 64) cassette instructions, Imagine · image 1, English instructions, triple jumpapproach speed is automatic, press the fire button as close to the take off line as possible.Revised after a check by a second AI model, 2026-11-06: locators name image 1.The event headings are lost in the OCR; the events are named here from the paragraphs (pool, skeet, springboard and horse, target and arrows, take-off line and jump, weight lifter). The sheet prints no page numbers in the OCR; the English text is on the scan's image 1.
Cited by: Hyper Sports
Zzap!64 reviewed the Commodore 64 game (Imagine, 8.95 pounds on cassette, joystick and keys) in September 1985 and gave it 90% overall, "among the best of arcade conversions". The review called it a direct copy of the arcade game but for the missing pole vault, and noted that it had no multi-player option. hyper-sports-history/c64-zzap-review
p. 14 (image 14), "Hyper Sports arrives — but too late"Hyper Sports is a direct copy from the arcade game barring only one aspect, the pole vault- ing event.Zzap!64, issue 5 (September 1985) · p. 14 (image 14)There's also no multi-player optionZzap!64, issue 5 (September 1985) · p. 14 (image 14), ratings — read on the page image (image n13)Overall 90% Among the best of arcade conversions.Zzap!64, issue 5 (September 1985) · p. 14 (image 14), heading — read on the page image (image n13)Imagine, £8.95 cass, joystick and keysZzap!64, issue 5 (September 1985) · p. 14 (image 14)was when Julian was writing this review.Zzap!64, issue 5 (September 1985) · p. 14 (image 14)By the time it eventually got here it was long past our photography dead- lineRevised after a check by a second AI model, 2026-11-06: price, format and ratings read on the page image; no Sizzler.A reviewer named Julian wrote the main text ("when Julian was writing this review"). The review explains that Imagine's copy arrived too late to photograph, so the page has no screenshots. The ratings, read on the page image (image n13): presentation 90%, graphics 93%, sound 98%, hookability 94%, lastability 88%, value for money 92%, overall 90%. The page carries no Sizzler award.
Cited by: Hyper Sports
Of Zzap!64's other two reviewers, one called the Commodore 64 game a first-rate conversion but missed the arcade game's power bar, its multi-player option, and its little "chests" and "bugs"; the other was impressed from the start, especially by the loading screen and music, and judged the sound better than the arcade game's, though it has no speech. hyper-sports-history/c64-zzap-opinions
p. 14 (image 14), first commentThis is a first rate conversionZzap!64, issue 5 (September 1985) · p. 14 (image 14)Firstly there is the lack of a power bar.Zzap!64, issue 5 (September 1985) · p. 14 (image 14)There's also no multi-player option and all of the little 'chests' and 'bugs' are miss- ing.Zzap!64, issue 5 (September 1985) · p. 14 (image 14), second commentthis excellent arcade convers- ion from the veryZzap!64, issue 5 (September 1985) · p. 14 (image 14) — the OCR scatters stray characters through the line where it wraps round a photographloading screen is … brilliant with some outstand- ing musicZzap!64, issue 5 (September 1985) · p. 14 (image 14)Sound is consistently good throughout the game and I would say it is better than that of the original arcade game (there isn't any speech inRevised after a check by a second AI model, 2026-11-06: quotes the loading-screen and sound lines; comments unsigned.The comment boxes carry no names on the page image (image n13). Parts of both are lost in the OCR where the text wraps round a photograph.
Cited by: Hyper Sports
Amstrad Action reviewed the Amstrad CPC game (Imagine, 8.95 pounds on cassette, joystick only) in its January 1986 issue as an AA Rave, with an AA rating of 88%; its contents page called it the long-awaited waggler from Ocean. The reviewer, BW, judged the gameplay excellent on all six events and named as drawbacks that the events are played in two lots of three and that the game may be too demanding for some bodies. An unsigned box, "The best waggle yet?", found it more varied than Daley Thompson's Decathlon, whose events it found very similar to one another, and the best yet of the sports games it compared. The second opinion, PC, found it too demanding: he was physically and emotionally drained at the end. The issue's page on its reviewing system says it just lost out to Yie Ar Kung Fu. hyper-sports-history/amstrad-aa-review
image 3, contents48 Hypersports. The long-awaited waggler from Ocean proves to be full of strength and suppleness.Amstrad Action, issue 4 (January 1986) · p. 49 (image 49)The gameplay is excellent on all six eventsAmstrad Action, issue 4 (January 1986) · p. 49 (image 49), verdict — read on the page image (image n48): the BAD NEWS box, and the ratings GRAPHICS 88%, SONICS 60%, GRAB FACTOR 88%, STAYING POWER 89%, AA RATING 88%Events have to be played in two lots of three. ► May be too demanding for some bodies. 88% SONICS 60% GRAB FACTOR 88% STAYING POWER 89% A A RATING 88%Amstrad Action, issue 4 (January 1986) · p. 48 (image 48), heading — read on the page image (image n47), under an "AA RAVE" badge and the title HYPERSPORTSImagine, £8.95 cass, joystick onlyAmstrad Action, issue 4 (January 1986) · p. 48 (image 48), box "The best waggle yet?" — read on the page image (image n47); the box is unsignedHypersports has much more variety in both the events and the skills required to complete them.Amstrad Action, issue 4 (January 1986) · p. 48 (image 48), box "The best waggle yet?"DT's events tend to be very similar with straightforward waggling for runningAmstrad Action, issue 4 (January 1986) · p. 49 (image 49), signature — read on the page image (image n48); the OCR doesn't carry the signatureBWAmstrad Action, issue 4 (January 1986) · p. 48 (image 48), box "The best waggle yet?" — read on the page image (image n47); the OCR has a stray "|" after "the"For my money Hypersports is the best yet and will really put the player and their joystick through their paces.Amstrad Action, issue 4 (January 1986) · p. 48 (image 48), second opinion — read on the page image (image n47), in PC's boxI was physically and emotionally drained at the end of this contestAmstrad Action, issue 4 (January 1986) · p. 37 (image 37), reviewing systemthe long-awaited Hypersports just lost out to the smashing Yie-Ar KungFu.Amstrad Action, issue 4 (January 1986) · p. 37 (image 37), reviewing systemTake software editor Bob Wade, … BW reaches the parts other reviewers can't touch.Revised after a check by a second AI model, 2026-11-06: AA Rave and ratings read on the page image; the variety and best-yet lines moved to the unsigned comparison box with the DT line quoted; BW and Bob Wade quoted; Mastergame clause softened.The review is signed BW on p. 49 and the second opinion PC. BW is Bob Wade by the text of the reviewing-system page (p. 37), which names its software editor Bob Wade and calls him BW. The OCR loses the label of the first 88% (graphics) and garbles the heading. No Mastergame badge is on pp. 48-49; the Yie Ar Kung Fu line is from the text of the reviewing-system page (p. 37), read in the OCR.
Cited by: Hyper Sports
Amstrad Action said in January 1986 that the Amstrad Hypersports had been much delayed, first due in September 1985; the magazine had reviewed a pre-production copy and was still waiting for finished copies to send to readers who had ordered it. hyper-sports-history/amstrad-delay
p. 6 (image 6)due mainly to the much-delayed release of Hyper¬ sports (originally due out in Sep¬ tember!) Although we’ve been able to review a pre-production copy of the game, we’re STILL awaiting finished copies for de¬ spatchChecked by a second AI model, 2026-11-06.Cited by: Hyper Sports
The Natsukashi Famicom Perfect Guide's catalogue of Famicom cartridges dates Konami's Hyper Sports to 27 September 1985, number 67 in its order of release. hyper-sports-history/famicom-release
PDF p. 123 (image 123), ファミコンソフト完全目録, 1985, no. 067 — the text layer reads r and j for the 『』 brackets0671985/09/27 rハイパースポーツjコナミOur translation067. 27 September 1985. Hyper Sports. Konami.Revised after a check by a second AI model, 2026-11-06: locator names the image.A retrospective catalogue; it doesn't name its source for the date. The PDF's text layer carries no printed page number, so the locator gives the PDF page, which is the scan's image. The same list puts Konami's Hyper Olympic at no. 046, 21 June 1985. Nintendo of America's list of licensed NES games (nintendo-nes-games) has Track & Field and Track & Field II but no Hyper Sports, and no NES release has been found.
Cited by: Hyper Sports
The Famicom manual is Konami's, dated 1985 on its cover, and gives Konami's Tokyo and Osaka addresses. It opens by calling Hyper Sports the game that swept the world into a "Hyper" whirlwind. hyper-sports-history/famicom-manual
image 1, cover (OCR text line 1)Konami 1985Hyper Sports (Famicom) instruction manual, Konami · image 2, inside cover — the OCR reads だび for たび and バー for パーこの だ び は コナ ミ の ハイ バー スポ ー ツOur translationThank you for buying Konami's Hyper SportsHyper Sports (Famicom) instruction manual, Konami · p. 1 (image 3), opening page世界 中 を ハイ パー 旋風 に 巻き 込ん だ ハイ バー スポ ボー ツ 。Our translationHyper Sports, which swept the whole world into a Hyper whirlwind.Hyper Sports (Famicom) instruction manual, Konami · image 16, back cover — the OCR reads 干 for 千東京 都 干 代田 区 九段 南 2 丁目 3-14Our translationKudan-minami 2-3-14, Chiyoda-ku, TokyoHyper Sports (Famicom) instruction manual, Konami · image 16, back cover — the OCR reads 一 for the hyphen大 阪 府 吹田 市 豊津 町 17 一 33Our translationToyotsu-chō 17-33, Suita, OsakaRevised after a check by a second AI model, 2026-11-06: quotes the Osaka address; locators name images.Read in the OCR only; the page images haven't been checked.
Cited by: Hyper Sports
The Famicom game is played with the Hyper Shot, whose connector plugs into the EXPAND connector on the front of the Famicom; the ordinary controller serves only to choose the level, start the game and pause it. Each Hyper Shot has a JUMP and a RUN button. hyper-sports-history/famicom-hyper-shot
p. 3 (image 5), Hyper Shot connection (接続方法) — the OCR reads OONNEOTOR for CONNECTOR and 和夫体 for 本体ハイ バー - シ ョ ッ ト の 接続 OONNEOTOR を 、 フ ァ ミリ ー コ ン ピ ユ ー タ 和夫 体 前 面 の EXPANDOur translation(insert) the Hyper Shot's CONNECTOR into the EXPAND (connector) on the front of the FamicomHyper Sports (Famicom) instruction manual, Konami · p. 2 (image 4), Hyper Shot connection (接続方法) — the OCR reads 間択 for 選択コ ント ロー ラー は レベ ル 間 択 、 ゲー ム ス タ ー ト 、 ポ ー ズ の と きだ け 使 用 で きま す 。Our translationThe controller can be used only for level select, game start and pause.Hyper Sports (Famicom) instruction manual, Konami · p. 5 (image 7), Hyper Shot diagramJUMP RUNRevised after a check by a second AI model, 2026-11-06: locators corrected to pp. 2, 3 and 5 (images 4, 5 and 7).Read in the OCR only. The manual doesn't say in the OCR whether the game can be played without the Hyper Shot. The printed pages follow the folios read on the page images, p. 3 on image 5 and pp. 6-7 on images 8-9 (printed page = image less two); pp. 2 and 5 are inferred from that.
Cited by: Hyper Sports
The Famicom game has four events: skeet shooting, triple jump, archery and high jump. The title screen offers one-player or two-player play at level A or B, B with higher qualifying marks. Each event has a qualifying mark; reaching it takes the player on to the next event, and failing to reach it in three tries ends the game. hyper-sports-history/famicom-structure
p. 6 (image 8), 遊び方 (how to play), list of events④SKEET SHOOTING( フ レー 年 式 ) @TRIPLE JUMP(3 段 跳び ) ⑧ARCHERY( ア ー チ エリ ー) @HIGH JUMP( 赴 り 高 跳び )Our translationSkeet shooting, triple jump (三段跳び), archery, high jump (走り高跳び)Hyper Sports (Famicom) instruction manual, Konami · p. 4 (image 6), controller and level select — the OCR reads 台格 for 合格A よ り B の 方 が OUALIFY ( 台 格 基準 点 ) が 高いOur translationB has a higher QUALIFY (passing mark) than AHyper Sports (Famicom) instruction manual, Konami · p. 4 (image 6), controller and level select — the OCR garbles the B options和 1 人 用 A、 日 又は 2 人 用 A、 選 を 選択 し て ださい 。Our translationchoose one-player A or B, or two-player A or BHyper Sports (Famicom) instruction manual, Konami · p. 4 (image 6), controller and level select — the OCR reads ポタン for ボタン, 画苗 for 画面 and 物動 for 移動SELECT ポ タン を 押す ご と に タイ トル 画 苗 の 印 が 物 動 し ます の で 、Our translationeach press of the SELECT button moves the mark on the title screen, soHyper Sports (Famicom) instruction manual, Konami · p. 6 (image 8), 遊び方 (how to play) — the OCR reads 区 for 次リフ ァ イ を 越え る こと が で きれ ば 区 の 競技 に 進め ます 。Our translationif you exceed the qualifying mark you go on to the next eventHyper Sports (Famicom) instruction manual, Konami · p. 6 (image 8), 遊び方 (how to play)挑戦 し て も 、 フ ォ リ ファ イ に 満た な い 場 合 は ゲー 終了 で み 。Our translationif (after the allowed tries) you still fall short of the qualifying mark, the game endsHyper Sports (Famicom) instruction manual, Konami · p. 6 (image 8), 遊び方 (how to play) — read on the page image (image n7); the OCR reads "9 回"3回挑戦しても、クオリファイに満たない場合はゲーム終了です。Our translationIf you fall short of the qualifying mark after three tries, the game is over.Hyper Sports (Famicom) instruction manual, Konami · p. 6 (image 8), 遊び方 (how to play), list of events — read on the page image (image n7)①SKEET SHOOTING(クレー射撃) ②TRIPLE JUMP(3段跳び) ③ARCHERY(アーチェリー) ④HIGH JUMP(走り高跳び)Our translation1 skeet shooting (clay shooting), 2 triple jump, 3 archery, 4 high jumpRevised after a check by a second AI model, 2026-11-06: three tries, not nine, read on the page image; quotes the title-screen line.Pages 3, 6 and 7 were read as folios on the page images (images 5, 8, 9); the other printed pages are inferred as the image number less two.
Cited by: Hyper Sports
In the Famicom manual, skeet shooting aims for depth by itself and leaves the player to time shots to left and right with the two buttons, JUMP for the left and RUN for the right. In the triple jump, tapping RUN builds speed and JUMP takes off at the line, and three fouls end the game. Archery has eight arrows, and how long the button is held sets the angle; the high jump is run like the triple jump, with a second press of JUMP to set the angle over the bar. hyper-sports-history/famicom-events
p. 7 (image 9), SKEET SHOOTING — the OCR garbles 縦方向 and 照準遠近 方 向 ( 画 面 の 継 7 5 向 ) の 晃 準 は は 、 自 動 的 に 合わ せ て これ ますOur translationthe aim in depth (the screen's vertical) is set automaticallyHyper Sports (Famicom) instruction manual, Konami · p. 7 (image 9), TRIPLE JUMPRUN ボ タン を ひたすら だ た いて スピ ー ド を つけ 路 み 切 り 線 で JUMP ボタ ン を 押す と 選手 が 跳び ます 。Our translationTap the RUN button for all you're worth to build speed, and press JUMP at the take-off line and the athlete jumps.Hyper Sports (Famicom) instruction manual, Konami · printed p. 7 (image 9), ②TRIPLE JUMP — checked on the page image (image n8); the OCR reads 回 as 向 and breaks the line3回FOULするとゲーム終了です。Our translationIf you foul three times, the game is over.Hyper Sports (Famicom) instruction manual, Konami · p. 8 (image 10), ARCHERY矢 の 数 は 8 本 で す 。Our translationYou have eight arrows.Hyper Sports (Famicom) instruction manual, Konami · p. 8 (image 10), ARCHERY — the OCR reads 失 for 矢押し 続け る 時 間 に よ っ て 失 を 射る ANGLE (角度 ) が 決ま り ます 。Our translationhow long you keep pressing decides the ANGLE at which the arrow is shotHyper Sports (Famicom) instruction manual, Konami · p. 8 (image 10), HIGH JUMPゲー ム 旋 法 は 3 段 跳び と 同じ で す 。Our translationIt is played the same way as the triple jump.Hyper Sports (Famicom) instruction manual, Konami · p. 8 (image 10), HIGH JUMP — the OCR reads ポタン for ボタン and フリア for クリアANGLE (角度 ) を JUMP ポタ ン で 再び 操作 し て バー を フリ ア し ます 。Our translation(when the PLAYER reaches the bar's height,) work the ANGLE with the JUMP button again and clear the bar.Hyper Sports (Famicom) instruction manual, Konami · p. 7 (image 9), SKEET SHOOTING — the OCR reads あなだ for あなた and ツイミング for タイミングあな だ は 左右 の ツイ ミン グ を 合わ せ てOur translationyou match the timing to left and rightHyper Sports (Famicom) instruction manual, Konami · p. 7 (image 9), SKEET SHOOTING — read on the page image (image n8); the OCR garbles 左方向 and 右方向左方向ならJUMPボタン、右方向ならRUNボタンを押してください。Our translationFor the left press the JUMP button, for the right the RUN button.Revised after a check by a second AI model, 2026-11-06: the three-fouls rule read on the page image; quotes the JUMP/RUN and high-jump angle lines.Read in the OCR but for the foul rule and the left and right buttons, which were read on the page image. Pages 7 and 8 follow the folio read on image 9 (p. 7).
Cited by: Hyper Sports
The Famicom manual's tips say that the more the RUN button is tapped the faster the athlete goes, and suggest practising by tapping on a desk; that 45 degrees is the best angle in the triple jump; and that the best score and world record survive a press of the reset button. hyper-sports-history/famicom-tips
p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 2RUN ボ マン は だ だ け ば だ た だく ほど スピ ー ド アッ プレ ます 。 机 を た だ いて 練習 し て み よう 。Our translationThe more you tap the RUN button, the faster you go. Try practising by tapping on a desk.Hyper Sports (Famicom) instruction manual, Konami · p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 3 — the OCR reads "9 段 忠 び" for 3段跳び and UUMP for JUMPその 3 9 段 忠 び は UUMP ボ タン を 押す 時 間 でOur translationIn the triple jump, how long you press the JUMP button (decides the angle)Hyper Sports (Famicom) instruction manual, Konami · p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 3度 が 決ま り ます 。45' が ベス ト で す 。Our translation(how long you press JUMP) decides the angle. 45 degrees is best.Hyper Sports (Famicom) instruction manual, Konami · p. 5 (image 7), pause functionリ セッ ツ ト ボ タン を 押し て も 最高 得点 (HI-SCORE)、 世 界 記 録 CWORLD RECORD) は 消え ませ ん 。Our translationEven if you press the reset button, the HI-SCORE and WORLD RECORD are not erased.Revised after a check by a second AI model, 2026-11-06: quotes the triple-jump tip's opening and the full reset line.Read in the OCR only. The printed pages are inferred as the image number less two, from the folios read on images 5, 8 and 9.
Cited by: Hyper Sports
Konami's 1985 Japanese catalogue of MSX cartridges lists Hyper Sports 1 (RC715, 4,800 yen) with four events, diving, vault, trampoline and horizontal bar, playable with the separately sold Hyper Shot (3,000 yen), and Hyper Sports 2 (RC717, 4,800 yen) with three: clay pigeon shooting, archery and weight lifting. hyper-sports-history/msx-cartridges
image 12, Hyper Sports 1 (OCR text lines 280-289)Hyper Sports 1 ROM 力一ト リッジ RC 715 ¥4, 800Our translationHyper Sports 1, ROM cartridge RC 715, ¥4,800Konami computer software catalogue (Japan, 1985) · image 12, Hyper Sports 1種目は 「水泳 高 飛 板 飛込み」 『跳馬」 「トランポリン」 「鉄棒」 の 4 つ。Our translationThe four events are swimming: diving (水泳 高飛板飛込み), vault, trampoline and horizontal bar.Konami computer software catalogue (Japan, 1985) · image 12, Hyper Sports 1専用 操作 スイッチ 「ハイパー ショット」 (別売 ¥3.000) で より 高 得点に 挑戦しょう。Our translationGo for a higher score with the dedicated control switch, the Hyper Shot (sold separately, ¥3,000).Konami computer software catalogue (Japan, 1985) · image 5, Hyper Sports 2 (OCR text lines 114-124)Hyper Sports 2 ROM 力一ト リッジ RC717 ¥4,800Konami computer software catalogue (Japan, 1985) · image 5, Hyper Sports 2種目は 「ク レー 射擊」 「ア™ チェリー」 そして 「ウェイ ト リフ ティング (重量 あげ)」 の 3 つ。Our translationThe three events are clay pigeon shooting, archery and weight lifting.Revised after a check by a second AI model, 2026-11-06: locators name images.The catalogue's lines for both carry a 1984 Konami copyright notice in the OCR. Read in the OCR only; the page images haven't been checked, and no printed page number has been read, so the locators give the scan's images. MSX magazines of 1985 also list a Hyper Sports 3, which no source here describes.
Cited by: Hyper Sports