| 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. | image 1, cover (OCR text line 1)image 2, inside coverp. 1 (image 3), opening pageimage 16, back coverimage 16, back cover | Manual |
| 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. | p. 3 (image 5), Hyper Shot connection (接続方法)p. 2 (image 4), Hyper Shot connection (接続方法)p. 5 (image 7), Hyper Shot diagram | Manual |
| 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. | p. 6 (image 8), 遊び方 (how to play), list of eventsp. 4 (image 6), controller and level selectp. 4 (image 6), controller and level selectp. 4 (image 6), controller and level selectp. 6 (image 8), 遊び方 (how to play)p. 6 (image 8), 遊び方 (how to play)p. 6 (image 8), 遊び方 (how to play)p. 6 (image 8), 遊び方 (how to play), list of events | Manual |
| 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. | p. 7 (image 9), SKEET SHOOTINGp. 7 (image 9), TRIPLE JUMPprinted p. 7 (image 9), ②TRIPLE JUMPp. 8 (image 10), ARCHERYp. 8 (image 10), ARCHERYp. 8 (image 10), HIGH JUMPp. 8 (image 10), HIGH JUMPp. 7 (image 9), SKEET SHOOTINGp. 7 (image 9), SKEET SHOOTING | Manual |
| 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. | p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 2p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 3p. 10 (image 12), 必勝ハイパーテクニック (tips), no. 3p. 5 (image 7), pause function | Manual |