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0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

International Track And Field 2000


[GameShark Codes]

Alternate athletes
Press Up(2x's), Down(2x's), Left, Right, Left, Right, Circle, X while at the event selection screen. A sound will verify proper entry. The Konami Man and a different female athletes will be unlocked.

Hints & Tips

Blimp
Complete the 100 meter dash with a time that has the same number in the last and second to last place.

Mole
Complete the long jump with a distance that has the same number in all three places.

100 meter dash and 100 meter freestyle swimming
While button pushing, all you need is consistency. In both events, you need to develop a system that will help you jump "out of the blocks" prior to the rest of the field. Try counting down 3...2...1...after the word "Set" disappears on the 100 meter dash. In the 100 meter freestyle, use that same system once your swimmer's hands have come to a complete rest on the stand. In each event you should then button press as swift as you can to build a lead, then maintain a very even and moderately swift button pressing system. This will allow you to break records constantly.
Note: It is possible to get less than 9.45 seconds in the 100 meter dash. The game obviously locks you in at definite times and distances throughout the events.

Triple Jump
Obtain a medal in all eight events in trial mode to access the Triple Jump. This is one of the hardest events in the game. You must be able to tap the buttons with a lot of speed (as in the 100m Dash), have excellent reflexes (as in the Horizontal Bar Gymnastics), and a good eye for a line ( as in the High Jump and Long Jump). Get your power up to the orange-yellow color so you have good jump length. Make sure you tap the button very close to the white line for that extra tiny amount of length in your jump, and try to get a "Good" rating in the timing meter. If you are lucky, a "Great" might surprise you. However, you should not try to get that rating, because you will most likely foul.

Pole vault
To access this event, obtain a gold medal in the first eight events and at least a silver medal in High Jump and Triple Jump. In the pole vault event, it is unattainable to vault 7.00 meters. However you can vault 6.99 meters quite easy. Vault 5.50 on your first try, then when cleared, try 6.00 meters, which is still an easy vault and puts you in first. Finally, after you have finished that, try 6.99 meters. You should be able to clear it rather easily if you are good. However, at 7.00 meters once you move ahead, the game will always stop your recovery bar at the same two spots around the stop arrow a fraction of an inch before or slightly farther after the stop arrow.

Trap Shooting
Obtain a gold in all the events (Including High Jump, Triple Jump, and Vault) to access this event.

High Jump
Obtain a medal in all eight events in trial mode to access the High Jump. This event is almost identical to the Pole Vault. In this event, anything below a 43 degree angle will make your athlete jump with too much forward force, making him hit his head on the bar. Always begin your jump before the center of the jump zone and go for a 45 or 48 degree angle jump. It is fairly easy to get your power to glowing red in this event, so build it up.

Weightlifting
This is an event that requires patience. You should not attempt the Clean or Jerk portion until your power is no less than halfway inside the "OK" zone. Then, it is just timing. Do not overdo it on the hold for 3 part. If you attempt to get too quick in your button pressing, you are bound to press the same button twice and make your meter slip. If this happens when your already into the "OK" zone, you might slip out of it when you are still being counted off. The maximum weight may be unattainable because the "OK" meter is very tiny in size, making it impossible to get the bar to lock inside it.
Note: It is possible to get 280.0 kg, but it is very hard.

Hammer throw
The hammer throw is one of the more differing events in the game. Use your favorite technique to do quick, clockwise circles.
Note: Your power here does not essentially have to be glowing red; orange-red will work. Stop the power meter at the farthest left side of the throwing area as you can. The red ball can be hanging about one third over the line to still constitute a legal throw. Set your angle at either 43 or 45 degrees for the best possible throw. The game will only let you stop on 43, 45 or 48 degrees normally, and 48 is too high. This technique should land 101+ meter throws and set some excellent records.