______________________________________________________________ | __ | | /\ /\ | | | /\ |\ |\ | | /\ | | / |__| | | |_ / \ | \ | \ | | |__| | |___________\ | | | | | \ / |_/ | \ | | | |___________| |____________\/ | | |__ | | \/ | \ | \| | | |___________| |______________________________________________________________| | | | | | _______ _______ __ __ _______ _______ | | | ___ | | ___ | | \ / | | _____| | ___ | | | | | |_| | | | | | \ / | | | | | |_| | | | | ___ | |___| | | |\ \/ /| | | |____ | |_____ | | | | |_ | | ___ | | | \ / | | | ____| |_____ | | | | | | | | | | | | | \/ | | | | _ | | | | | |___| | | | | | | | | | | |_____ | |___| | | | |_______| |_| |_| |_| |_| |_______| |_______| | | | | | | 0 0 | | | |______________________________________________________________| Copyright Milton Bradley 1988 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.2 Dates Written: July 9th to July 10th, 2005 I dedicate this to my cousins Troy and Ian Costello. We played this game a ton when we were younger, and it was a complete blast. Thankfully, I finally figured out how to do all the Foot Bag tricks now, so I could beat ya silly! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on July 10th, 2005 ----------- Version 1.1 ----------- -Submitted guide on August 9th, 2009 -Added in a new trick to the Footbag, courtesy pf the GameFAQs NES General board ----------- Version 1.2 ----------- -Submitted guide on January 16th, 2013 -Made a small correction to the Squinty O Toole move (thanks to Dudebro Dudebro) ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Half Pipe 3) Foot Bag 4) Surfing 5) Skating 6) BMX 7) Flying Disk 8) Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) This is a rather under appreciated game that takes too much crap from the casual NES gamer. Underneath a somewhat primitive graphic set and sometimes seemingly frustrating control scheme is a set of six games that range from all right (Skating) to good (Half Pipe and Flying Disk) to outstanding (Foot Bag, BMX, and Surfing). So, why not throw on some sunblock, get your nose all zinced up, and head out into the bountiful nature of California (provided you are not by L.A.) to show your fellow beach bums that you are the master of all games Californian! ---------------------------------------------------------------------------- ----------------------------------Half Pipe--------------------------------- ---------------------------------------------------------------------------- 2) This section will check out the Half Pipe, covering Basic Controls, Trick Controls, Points, and Strategies. o----------------o | Basic Controls | o----------------o UP & DOWN...: When moving UP, press UP to increase your momentum. The same deal applies for moving DOWN, as pressing DOWN will increase the speed of the boarder. LEFT & RIGHT: Used to start a turn for a trick (more on that later). SELECT......: No apparent use. START.......: No apparent use. B Button....: No apparent use. A Button....: Starts off the run and is used for one trick (more on that later). o----------------o | Trick Controls | o----------------o Handplant..: Easily the most used and easiest to pull off trick, get up enough speed to reach the lip of the ramp that your skater is facing, then hold down the A Button to begin the Handplant. The longer you hold the A Button, the more points the handplant is worth, but the downside of doing that is that if you hold on too long, your boarder will wipe out. Kick Turn..: When moving across the ramp into the beginning of the curve upwards, your skater can perform a turn of the board by pressing the opposite direction of what he is facing. However, this can only be performed when moving forwards (facing the spot the turn will occur on), not backwards. Aerial Turn: If enough speed is built up to get completely off the ramp and into the air, this trick can be performed. Once again, the boarder must be facing upwards, then, when the lip of the halfpipe is cleared, press whichever direction (LEFT/RIGHT) is not the way the boarder is facing to begin spinning in the air. o--------o | Points | o--------o Note that the longer a trick's control functions are held, the more the trick is worth. Handplant..: 500-999 Kick Turn..: 150-300 Aerial Turn: 700-999 o------------o | Strategies | o------------o -When going for the high score, using only Handplants will result in the highest total. Aerial Turns take too long to get off, followed by not enough extra points involved to make up for the lesser amount of tricks achieved. Kick Turns are not worth enough points and they greatly decrease the momentum of the skater, making it a priority to get the speed back up before performing more tricks. -As a tie in to the above point, if the time left after a Handplant does not leave enough time to fire off another Handplant, a Kick Turn as a last measure resort for points is by no means a bad idea, due to the extra 200 or so points it will add to your score. ---------------------------------------------------------------------------- ----------------------------------Foot Bag---------------------------------- ---------------------------------------------------------------------------- 3) This section will look at the Foot Bag, covering Basic Controls, Trick Combinations, Points, Bonus Points, and Strategies. o----------------o | Basic Controls | o----------------o UP & DOWN : UP will cause your Foot Bagger to jump into the air in an attempt to head the hackey sack. DOWN will cause the Foot Bagger to turn around to face backwards, with another press of DOWN causing him to face forward once more. LEFT & RIGHT: Moves the Foot Bagger in the corresponding directions. SELECT......: No apparent use. START.......: No apparent use. B Button....: No apparent use. A Button....: Causes the Foot Bagger to attempt to strike the hackey sack with the best option available (head, knee, foot, etc.). o--------------------o | Trick Combinations | o--------------------o Five In A Row..: Simply put, strike the ball five straight times with a combination of head/knee hits WITHOUT turning around. Half Axle......: After hitting the ball into the air, turn around once with DOWN, followed by hitting the hackey sack with a body part. Full Axle......: After hitting the ball into the air, turn around twice with DOWN, followed by hitting the hackey sack with a body part. Axle Foley.....: After hitting the ball into the air, turn around three times with DOWN, followed by hitting the hackey sack with a body part. Horshoe........: While facing backwards and the ball is on the ground, hit it with one heel to send it flying, then have the Foot Bagger shimmy in the same direction, hitting the ball back up into the air with the other foot. Double Arch....: Perform an outside foot lift, then an opposite side outside foot lift, followed by another foot lift from the first side to perform this trick. Doda...........: Perform a right outside foot lift, a header, and then a left outside foot lift. Reverse Doda...: Perform a left outside foot lift, a header, and then a right outside foot lift. Jester.........: When the ball is flying through the air, let the ball fall close down beside the Foot Bagger's body to hit it with a side kick. If it is too far out, he will whiff or he will perform an outside foot lift. Dizzy Dean.....: After performing a Half Axle/Head Banger, turn once with DOWN and then strike the ball with the Foot Bagger's head, but it must be with the A Button, not a UP jump strike. Head Banger....: After performing a Half Axle/Dizzy Dean, turn once with DOWN and then strike the ball with the Foot Bagger's head, but it must be with the A Button, not a UP jump strike. Squinty O Toole: This is a "hidden" trick, in that it does not appear on the tricks list. It will not up your bonus to perform it during the performance time, but it is worth a lot of points. To perform the trick, start with a right outside foot lift, left outside foot lift, headbutt (NO JUMPING), and then turn 360 and play the hackey with any body part. o--------o | Points | o--------o Each Touch.....: 10 Five In A Row..: 750 Half Axle......: 250 Full Axle......: 500 Axle Foley.....: 750 Horshoe........: 500 Double Arch....: 2500 Doda...........: 5000 Reverse Doda...: 5000 Jester.........: 2000 Dizzy Dean.....: 1500 Head Banger....: 1500 Squinty O Toole: 7500 Nice Catch.....: 1500 (catch hackey sack thrown from off screen with foot) Seagull Bash...: 1000 (hit a seagull with the hackey sack) o--------------o | Bonus Points | o--------------o For every type of trick performed, an end of run bonus will be added together to reward your diversity. The following are the total bonus amounts received for the number of different tricks performed. NOTE: Squinty O Toole does not qualify as a countable trick for Bonuses. One Trick....: 1000 Two Tricks...: 3000 Three Tricks.: 6000 Four Tricks..: 10000 Five Tricks..: 15000 Six Tricks...: 21000 Seven Tricks.: 28000 Eight Tricks.: 36000 Nine Tricks..: 45000 Ten Tricks...: 55000 Eleven Tricks: 99000 o------------o | Strategies | o------------o -Try to only perform the low scoring tricks once per attempt, as it will only be needed for the valuable Bonus Points they help accumulate. -Try to have a set routine for your Foot Bagger to follow, which maximizes the amount of tricks and minimizes the amount of time with the hackey sack on the ground. The only time the hackey sack should touch down onto the ground is to use a Jester (putting it there), followed by performing a Horseshoe, taking out two tricks for one time the hackey sack is on the ground, instead of two separate instances. -Note that a Seagull bash will interrupt any Trick Combination being performed, so try and avoid hitting them unless you are between Tricks. ---------------------------------------------------------------------------- -----------------------------------Surfing---------------------------------- ---------------------------------------------------------------------------- 4) This section will look at Surfing, covering Basic Controls, Jump Angles, Scoring, and Strategies. o----------------o | Basic Controls | o----------------o UP & DOWN : No apparent use. LEFT & RIGHT: By pressing a direction, the board will swing 30 degrees in said direction. SELECT......: No apparent use. START.......: No apparent use. B Button....: No apparent use. A Button....: Starts the run off. o-------------o | Jump Angles | o-------------o Note that the jump angles can also be performed with a backwards slant, but a LOT of room is required for the time needed to land these. 30 degree jump: The most basic jump, just angle slightly up to take off of the breaker. To land, simply turn RIGHT twice. 60 degree jump: A good solid trick, angle one more turn LEFT than the previous jump. To land, simply turn RIGHT three times. 90 degree jump: A really fancy trick that requires a fair bit of room from the approaching wave to pull off, head straight up off the breaker. To land, turn the board around 180 degrees (four RIGHT turns). o---------o | Scoring | o---------o Simply put, the closer you are to the upcoming wave while pulling off tricks, the better off your score will become. Subtracting from this is that every wipeout will knock some points off, including when time runs out (bringing in the ace to knock the surfer over automatically). o------------o | Strategies | o------------o -When the end of time wave is about to come in, launch your Surfer into the air, then make him face straight to the RIGHT/LEFT, as he will fall behind the breaker. This will penalize your Surfer less than if the wave wiped him out. -At the beginning of the event, the wave is fairly far back. So, this allows for multiple 60 degree jumps or one 90 degree jump, scoring a few points with the judges while letting the wave catch up to get the extra danger points for hanging close to the wave. ---------------------------------------------------------------------------- -----------------------------------Skating---------------------------------- ---------------------------------------------------------------------------- 5) This section will look at Skating, covering Basic Controls, Scoring, and Strategies. o----------------o | Basic Controls | o----------------o UP & DOWN : Moves the Skater up and and down. LEFT & RIGHT: LEFT will force your Skater into a spin (more on that later). RIGHT does not do anything. SELECT......: No apparent use. START.......: No apparent use. B Button....: Will cause the Skater to jump. A Button....: Will cause the Skater to stride to increase her speed. o---------o | Scoring | o---------o -points awarded are somewhat random in nature, though they have a specific range that they fit into. -The points awarded for avoiding obstacles is minimal. -The points awarded for jumping obstacles are better than avoiding obstacles. -The points awarded for spinning AND jumping obstacles are the highest possible. -Note that Bananas and Chalk Initials can be skated over for points with no wipeout occurring. o------------o | Strategies | o------------o -Take it slowly at first and learn the layout of the course. This will allow for faster attacks and more use of the spinning jump for the extra points awarded. -If you are playing in competitive mode, you get three wipeouts. if you are playing in practice mode, you get just one wipeout. So, for getting practice on the deeper portions of the obstacle course of the boardwalk, use competitive mode in stead of practice mode. -You can run over Bananas and Chalk initials, but be aware that the Bananas will spin your Skater around, temporarily losing control of her. ---------------------------------------------------------------------------- -------------------------------------BMX------------------------------------ ---------------------------------------------------------------------------- 6) This section will look at Skating, covering Basic Controls, Trick Combinations, Points, Strategies, and Cheap Strategy. o----------------o | Basic Controls | o----------------o UP & DOWN : Moves the Bike up and down. LEFT & RIGHT: LEFT will pull a quickie wheelie. RIGHT does not do anything until in the air (more on that later). SELECT......: Causes the Bike to brake, holding it's position. START.......: No apparent use. B Button....: Causes the bike to leap into the air. A Button....: Pedals the bike to increase it's speed. o--------------------o | Trick Combinations | o--------------------o Jump......: Simply press the B Button to take to the air. Table Top.: Hold UP while pressing the B Button to take to the air, angling the bike sideways. Hold as long as you like, but the bike needs to be straightened out in order to land properly. 360.......: Hold DOWN while pressing the B Button to take to the air, sending the bike into a spin. This jump has a set time limit, so let go of DOWN once the trick has started, which will avoid a second, accidental 360 trick (which would lead to a wipeout). Back Flip.: Hold LEFT while pressing the B Button to take to the air, casing the bike to pitch backwards. If enough air time is there, the bike will land the leap, but not enough time will result in a harsh wipeout, ending the run regardless of how many wipeouts remain. Front Flip: Hold RIGHT while pressing the B Button to take to the air, casing the bike to pitch forwards. If enough air time is there, the bike will land the leap, but not enough time will result in a harsh wipeout, ending the run regardless of how many wipeouts remain. o--------o | Points | o--------o The points for each type of jump is not set, but rather in a range of a certain amount of points. Jump......: 150-450 Table Top.: 450-1200 360.......: 1200-2000 Back Flip.: 1800-3000 Front Flip: 3600-6000 o------------o | Strategies | o------------o -Try to keep up top speed, as it allows the Biker to jump higher into the air. This in turn allows him more time to pull off harder and therefore more valuable trick combinations. -Back Flips are tough to pull off, but if you start from a wheelie while on a straightaway at full speed, the Back Flip can be completed. This makes it a risky but ideal choice for running up a high score. -Front Flips are so tough to pull off they should only be attempted off of the tallest hills in the track, and even then they have to be done at full speed from the very apex of said hill. o----------------o | Cheap Strategy | o----------------o Although it is by no means an honourable way to play, the score can be run up very quickly by pedaling forward to have some speed, then press SELECT to apply the brakes. The BMX will now sit stationary but it's wheels will still be rolling. This will allow the Biker to do a basic Jump and quick Table Tops for as long as he wishes, possibly maxing out the score. ---------------------------------------------------------------------------- ---------------------------------Flying Disk-------------------------------- ---------------------------------------------------------------------------- 7) This section will look at Skating, covering Throwing Controls, Catching Controls, Trick Combinations, Points, and Strategies. o-------------------o | Throwing Controls | o-------------------o The following steps are used to throw the Flying Disk: -LEFT begins the meter moving to the left. -Press RIGHT to send the meter moving to the right, choosing the point where you wish the speed to be set at. -Press LEFT to stop the meter, choosing the point where you wish the speed to be set at. _____ Highest Speed _____ Best Angle | | \|/ \|/ ____ ____ ____ ____ ________________ ____ ____ ____ ____ |____|____|____|____|________________|____|____|____|____| S P E E D A N G L E o-------------------o | Catching Controls | o-------------------o UP & DOWN : UP will make the catcher attempt an Uplifting Catch. Down does have any use. LEFT & RIGHT: Moves the Catcher in the corresponding directions. SELECT......: No apparent use. START.......: No apparent use. B Button....: No apparent use. A Button....: Allows the Catcher to dive in the direction faced in an attempt to catch the Flying Disk. o--------------------o | Trick Combinations | o--------------------o Facing Left Catch.: Simply run left into the Flying Disk when it is at the level of the Catcher's hands. Facing Right Catch: Simply run right into the Flying Disk when it is at the level of the Catcher's hands. Uplifting Catch...: Stop in place and hold UP to lift the arm of the Catcher, trying to get the Flying Disk to settle onto the hand. Diving Left Catch.: While running left, press the A Button to take flight through the air, trying to time the leap to hit the incoming Flying Disk with the hands of the Catcher. Diving Right Catch: While running right, press the A Button to take flight through the air, trying to time the leap to hit the incoming Flying Disk with the hands of the Catcher. o--------o | Points | o--------o Distance Thrown...: Every 3% of area covered = 10 Facing Left Catch.: 250 Facing Right Catch: 150 Uplifting Catch...: 350 Diving Left Catch.: 350 Diving Right Catch: 250 o------------o | Strategies | o------------o -Try to get the Speed and Angle directly in the center of the green portion of the meter. I know this seems like common sense, but the meter can be somewhat intimidating to understand at first. -Although the Uplifting Catch may seem like the best way to score the most points, the actual best catch to use if the Diving left Catch. Since it is caught lower than an Uplifting Catch, the extra distance points will increase the value of the attempt. ---------------------------------------------------------------------------- ---------------------------------Final Word--------------------------------- ---------------------------------------------------------------------------- 8) As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2005. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.honestgamers.com, and www.retronintendo.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. Most definitely worth the pick up, most used games store sell this one cheap due to people not understanding nor appreciating it's awesomeness (which is a plus for your wallet and enjoyment!). Have fun, be young, and don't let the Venice Beach weirdos get ya!