There is no single button mapping for every event: in the NES control scheme, A and B do different jobs depending on whether you are racing, throwing, swimming, jumping rooftops, or fighting. Use the event-by-event guide below, and check the in-game control display if your version’s inputs differ. The detailed button instructions here describe the NES scheme summarized in the NES manual and contributor guides. Nintendo’s current US Switch listing provides a separate control manual; its instructions were not verified against every NES input in this guide.
How to read the controls
The directions below are for the NES version. “Tap” means press and release a button repeatedly; “hold” means keep it pressed until the stated cue. Some event descriptions conflict between contributor guides, particularly for swimming and ordinary fight exchanges. When an input does not match your game, rely on the control display for the version you are playing rather than assuming every edition uses the same mapping.
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The events also test different skills: hurdles reward movement and obstacle decisions, hammer throw golf is about release timing and steering, swimming requires oxygen management, rooftop jumping depends on distance judgment, and fighting combines attacks with positioning and meter management. In other words, learning one event’s A/B actions does not teach you the next event’s controls. Before a round, identify its objective and the inputs that matter most: finish the race, send the hammer to a good landing, manage oxygen, clear buildings, or defeat the opponent.
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400-meter hurdles: run, jump, slide, or attack
NES controls
- Tap right repeatedly to run forward.
- Press B to jump over a hurdle.
- Press A to ram or break a hurdle and handle items.
- Press down to slide beneath a hurdle.
- Pick up broken hurdle pieces and swing or throw them toward an opponent with A.
- Jump and press A to perform a spin-kick.
These action mappings come from a GameFAQs contributor FAQ; the manual summary supports the basic running, jumping, and action-based obstacle play. The key decision is not just how to move forward: each obstacle gives you a choice between clearing it, breaking through it, or sliding under it. A broken hurdle can also become an item to use, so the obstacle and opponent interactions are connected.
Beginner tips
First learn which obstacles you can clear, break, or slide under. Clean movement is the safer priority while you are learning the course; attacks can cost time if they interrupt your rhythm. A contributor strategy guide recommends knocking down hurdles because they may reveal medals or weapons, then saving more deliberate aggression for later in the race. Treat that as a player tactic, not a guaranteed advantage: the available guide does not establish that every hurdle yields an item.
Try one approach at a time on an early run. If you are missing jumps or losing momentum, focus on the obstacle choice before adding attacks. Once you can keep moving consistently, experiment with breaking a hurdle and using a recovered piece against an opponent. The guide describes the options, but does not establish that attacking is always faster than simply clearing the course.
Hammer throw golf: release on the flash, then steer
NES controls
- Tap B rapidly to wind up the swing.
- Press A to release the hammer.
- Use left or right as the hammer approaches the ground to affect its speed and its bounce after landing.
The manual summary says to release when the power bar flashes. Watch for that cue rather than trying to time the release by counting button presses. The event is intentionally unusual: it is golf played with a throwing hammer, not a conventional hammer-throw contest. Nintendo describes it that way in its US Switch product listing.
Beginner tips
Focus on two moments: the flash that signals release and the hammer’s approach to the landing area. Once the hammer is in flight, directional inputs affect how it reaches and bounces from the ground, so keep watching instead of treating the release as the end of the attempt. The manual summary does not specify a universal left-or-right steering recipe; the useful input depends on the shot and landing.
A simple practice routine is to separate the two jobs. First concentrate on noticing the flashing bar and releasing at that cue. Then, once you can identify the cue reliably, pay attention to the hammer’s approach and test the directional input described in the manual summary. Trying to solve the wind-up, release, and landing all at once can make it hard to tell which part of the attempt needs work. The supplied sources do not give a fixed timing count or a guaranteed direction for every shot.
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Swimming / Water Slaughter: manage the surface and your oxygen
NES controls in the strategy guide
- Press A to jump or swim.
- Press B for underwater punches.
- Press up and B to drag an opponent under.
- Press down to dive while at the surface.
A shorter GameFAQs FAQ describes D-pad movement, A for jumping, and B for attack or breath, but its wording does not align in every detail with the event mapping above. If a specific action is unclear, consult the control display in your version.
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Beginner tips
Keep track of oxygen as well as your opponent’s position. The strategy guide recommends choosing a fight when you are ahead on oxygen, rather than spending air on an exchange while at a disadvantage. This is contributor advice, not a tested guarantee of victory. If your oxygen lead is small, prioritize surfacing or movement over pursuing a risky underwater attack.
Think of swimming as a resource-management event as well as a fight. Moving and attacking underwater are only useful if you have enough oxygen to continue. Watch your own oxygen indicator and compare it with your opponent’s before committing to an underwater exchange. The guide’s suggestion is to pick fights when you have the oxygen advantage; it does not claim that this tactic will guarantee a win or explain a single best response in every situation.
Rooftop jumping: judge the gap and choose your launch
NES controls in the strategy guide
- Tap forward repeatedly to build speed.
- Press B to grab an object and jump.
- With a pole, hold B and release it to vault.
- Press A to dismount from the unicycle.
Beginner tips and objective
Practice how pole-release timing changes both distance and height. Use the screen map to estimate the gaps ahead rather than waiting until the launch point to decide. The contributor guide recommends using the unicycle when there is a rope crossing and choosing the pole when you are uncertain; these are situational suggestions, not a universal best route.
The event result is based first on how many buildings you clear. If both competitors clear the same number, time is used as the tie-breaker. That means a risky jump that gains speed but costs a building can matter more than a faster finish. The guide’s emphasis is on reading distances and practicing launches, not merely maximizing speed.
Use the map to think ahead about the next gap and decide whether to prepare for a pole vault or a unicycle section. With a pole, the important practice variable is when you release B: the contributor guide says timing affects both height and distance, but does not provide a universal release point for every gap. Repeated attempts can help you learn the timing that suits the obstacle in front of you. When the rope crossing is present, the guide specifically recommends the unicycle; otherwise, it offers the pole as a choice when you are unsure.
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Fighting: distinguish dashes, attacks, and grapples
NES controls in the 2020 strategy guide
- Double-tap left or right to dash.
- During a dash, press A for a jump kick; press B for a shoulder tackle or an item-enabled rolling attack.
- In ordinary exchanges, the guide maps A to punching and B to kicking.
- The guide also gives separate controls for grappling; follow the on-screen prompts or control display for the exact grapple inputs in your version.
There is a conflict here: the shorter FAQ maps A to kick and B to punch in ordinary exchanges. The contributor control FAQ and NescapePlan’s strategy guide do not agree on that detail. Do not assume the punch-and-kick mapping is identical across versions; use the game’s control display to settle it.
Beginner tips
The strategy guide advises weakening an opponent before attempting a grapple, watching the PP meter, and going for a grapple when you have a meter advantage. Treat that sequence as a contributor’s tactic rather than a verified winning formula. While learning, note how the meter changes during exchanges and avoid committing to a grapple when you are behind.
It helps to keep the control situations separate: ordinary exchanges, a dash, and a grapple do not necessarily use the same actions. Double-tap a direction to initiate the dash described by the guide, then use the dash-specific A or B action if that is what your game’s control display confirms. The guides do not agree on the ordinary punch-and-kick labels, and the contributor guides do not provide exact grapple button combinations, so use the in-game display for those details rather than guessing.
Which event should you practice first?
| Event | Main challenge | What determines success | Beginner focus |
|---|---|---|---|
| 400-meter hurdles | Movement and obstacle decisions | Race progress, with opportunities to attack or use items | Learn when to jump, ram, or slide before adding attacks |
| Hammer throw golf | Release timing and steering | Hammer travel and landing | Watch for the flashing power cue, then follow the flight |
| Swimming / Water Slaughter | Surface/underwater movement and oxygen | Combat while managing oxygen | Track oxygen and choose fights carefully |
| Rooftop jumping | Speed, launch timing, and gap reading | Buildings cleared; time breaks a tie when the count is equal | Practice pole release and read the screen map |
| Fighting | Attack selection, positioning, and meter awareness | Defeating the opponent | Learn the displayed controls and watch PP before grappling |
The control and strategy guidance comes from contributor FAQs, while the hammer’s flashing release cue and core event description are supported by the manual summary. The strategy recommendations are not independent test results. The sources do not establish one character or tactic as best across all five events.
There is no source-supported “best event” or character to recommend for every beginner. Instead, choose what to practice based on the skill you want to learn. Hurdles and rooftops emphasize movement choices; hammer throw golf gives you a clear visual cue to watch; swimming adds oxygen to combat; and fighting asks you to recognize distinct attack situations and keep an eye on PP. Use the event objective as your guide to improvement rather than carrying a single button routine from one event into another.
NES controls versus the Nintendo Switch listing
Nintendo’s US store page lists Crash’n the Boys Street Challenge as a digital Nintendo Switch edition released April 16, 2020. It lists TV, tabletop, and handheld modes, single-system play for 1–4 players, and online play for 2–4 players. The page says the original-graphics version is included. These are specifications on Nintendo’s US listing, not a claim about every region.
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The Switch edition has its own control manual, and the listing does not establish that every NES button input above carries over unchanged. If you are playing on Switch, check the in-game control display before relying on an NES mapping. A separate controller is not required by the listing, which includes handheld play as a mode. A compatible Switch controller is an optional consideration for TV or tabletop play, but the listing does not identify a required model.
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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsNintendo’s description highlights the game’s unusual event mix: pole vaulting between rooftops, golf played with a throwing hammer, and hurdles where opponents can hinder your performance. Those details explain why event-specific controls matter: these are not five versions of the same race, and the relevant actions change with the event.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Frequently asked questions
Are the controls the same in every event?
No. The NES guidance uses different actions for each event. For example, repeated right taps run in the hurdles, while hammer throw golf uses repeated B taps to wind up and A to release. Check the relevant event section rather than relying on a universal A/B mapping.
What is the release cue in hammer throw golf?
The manual summary says to release the hammer with A when the power bar flashes. After release, use left or right as it approaches the ground to affect its speed and landing bounce.
Do the swimming and fighting controls agree across guides?
Not completely. The swimming FAQ and strategy guide describe actions differently in some details, and the fighting guides conflict on whether A or B is the ordinary punch. These are contributor sources; check your version’s control display if you need to confirm a specific action.
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The contributor strategy guide says the number of buildings cleared matters most. If both competitors clear the same number, time is the tie-breaker.
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Does the Switch version use these exact NES inputs?
The US Nintendo listing identifies a Switch edition and its own control manual, but the US listing had not verified every NES input against that manual. Check the Switch game’s control display instead of assuming the NES mappings are identical.
Is a separate controller required to play on Switch?
The US listing includes handheld mode as well as TV and tabletop modes, and it does not specify a required controller model. A compatible controller may be an option for TV or tabletop play, but it is not established as a requirement by the listing.
Frequently Asked Questions
Are the controls the same in every event?
No. The NES guidance uses different actions for each event. For example, repeated right taps run in the hurdles, while hammer throw golf uses repeated B taps to wind up and A to release. Check the relevant event section rather than relying on a universal A/B mapping.
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What is the release cue in hammer throw golf?
The manual summary says to release the hammer with A when the power bar flashes. After release, use left or right as it approaches the ground to affect its speed and landing bounce.
Do the swimming and fighting controls agree across guides?
Not completely. The swimming FAQ and strategy guide describe actions differently in some details, and the fighting guides conflict on whether A or B is the ordinary punch. These are contributor sources; check your version’s control display if you need to confirm a specific action.
What decides the rooftop jumping result?
The contributor strategy guide says the number of buildings cleared matters most. If both competitors clear the same number, time is the tie-breaker.
Does the Switch version use these exact NES inputs?
The US Nintendo listing identifies a Switch edition and its own control manual, but the US listing had not verified every NES input against that manual. Check the Switch game’s control display instead of assuming the NES mappings are identical.
Is a separate controller required to play on Switch?
The US listing includes handheld mode as well as TV and tabletop modes, and it does not specify a required controller model. A compatible controller may be an option for TV or tabletop play, but it is not established as a requirement by the listing.
The Bottom Line
For beginners, the most useful rule is to learn the controls and objective for each event separately. On NES, hurdles reward obstacle choices, hammer throw golf hinges on the flashing release cue, swimming asks you to manage oxygen, rooftops reward distance judgment, and fighting combines positioning with meter awareness. Contributor tactics can help you practice, but where guides conflict—or when you are playing the Switch version—use the in-game control display as your final reference.
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