NEStalgia

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NES box art for Track and Field II, the cover of NEStalgia episode 196

196 · Track and Field II

▶ Game info
VerdictSkip it
GenreSports
ReleasedJune 1989
SeasonSeason 5
DeveloperKonami
PublisherKonami
November 19, 2021 · 51 min · transcript available

Track & Field II is a game that allows the player to have an experience based around the Summer Olympic games. Playable events include fencing, the triple jump, swimming, diving, skeet shooting, pole vaulting, Tae Kwon Do, hammer throwing, canoing, archery, hurdles, and the horizontal bar. 

SHOW NOTES

T&F2 Longplay

International Track and Field

New International Track and Field

Our verdict: Skip it

Konami made this sequel to Track and Field, with 16 events plus a few exhibitions. We had no idea what the back of the box was selling: it describes an athlete chasing endorsement money, and the game has no management and no money for winning gold. We liked parts of it, got worn down by others, and it did not make the Essential Games List.

What works

  • Events that ask more of you. Triple jump has more to do than tapping A, and canoeing has actual navigation instead of pure button mashing.
  • The pacing. Events are spaced out, so you can bomb one and make it up in the next. It feels like one giant Olympic contest.
  • Archery and clay pigeons. Archery is basically lining up an artillery shot, and the scale up to the 90 meter target felt right. Clay pigeons has parallax and depth, and anything that makes us think of Duck Hunt is fun.
  • The presentation. The detail on the people is far beyond the first game. We liked the jumbotron portraits, the typewriter that types your results and the crowd holding USA signs. You barely have time to look, though.

What doesn't

  • The button mashing. The power meter never got close to full except in hammer throw. Freestyle swimming was brutal: beating the opponent twice was still slower than the qualifying time.
  • Taekwondo is jank. Hit the straight middle kick over and over and you win, and the knockdowns come with almost no feedback.
  • High dive. It looks like you are spasming and belly flopping, and it is hard to tell what earns points.
  • Sixteen control schemes. You keep checking the manual, and the game won't let you pause to do it between events.

Worth knowing

  • Hang gliding is an exhibition, and arm wrestling lives in versus mode.
  • Fail a qualifier in the Olympic or career mode and you start over, so practice mode gets a lot of use.
  • The shooting bonus game puts you on the streets of New York shooting criminals, and it works with the Zapper. Clay pigeon shooting doesn't, and we wondered why.
  • An analog stick made hammer throw much easier, so the NES Advantage would have helped.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe called it probably his favorite of the multi-sport games, but a jack of most trades, master of none, and the pile of control schemes and imperfect events kept it off the list.

It is an improvement in every way over the original, and we called it middling. You may play it, with our blessing.

Written from our conversation in this episode.

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