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    FAQ by notafanofice

    Updated: 01/10/11 | Search Guide | Bookmark Guide

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    For Xbox360
    Microsoft game studios
    This is the guide for the Xbox 360 Kinect game: Kinect Sports.
    To play this game, you are required to have 1 Xbox 360 console that is
    'Kinect ready', as well as the kinect sensor.
    Please read the instructions as to how to space your room to prevent
    injury. Throughout this guide, I will note the activities that may call
    for you to perform movements that could cause problematic in certain
    Beach volley ball
    Table Tennis
    Track and Field
    Bump bash
          Target Kick
          Super Saver
          Rally Tally
          Pin Rush
          Paddle Panic
          Bump ball
          Body Ball
          One Bowl Roll
          Long Jump
    Please note that the track and field category encompasses the following sports
    and games:
    Long Jump
    Whenever you select a sport, you are notified the correct
    stance, and distance from the television set and the Kinect sensor.
    For most of the sports, subtle, firm movements are enough to register
    on the sensor, or are enough to count as a hit/swipe etc. Be careful
    when playing certain sports that cause you to move fast or perform
    sudden movements.
    The mini games in Kinect sports follow a couple of parameters. Regardless
    of the objective or sport, you are either going to be timed, or will have
    a certain amount of chances. In most of the games, you have opportunities of
    increasing one of the above depending on your actions throughout the game.
    When you start the game, you have the option of playing alone (with
    the computer as the opponent) or with friends. You can select from the main
    menu the sports you want to partake in, or if you want to partake in mini
    games. In the mini game menu, you can select the option to list more of the
    mini games than the ones that initially appear. You also have options to locate
    your records, your friends' records and the console settings. Be sure to give
    these a look before starting off if you wish.
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    BEACH VOLEY BALL|++++++++++++++
    Stand in the middle of the sensor. To play, toss the ball upwards, then hit it
    with your hands when it starts to fall. Swipe the ball when the opponent
    returns the serve to hit it back at them.
    As the icon pops up and tells you: "jump" for the serves that are a little high
    up. Move your body around as well as your arms to get to where the ball is.
    When the ball is in the air being returned by the opponent, but very close to
    the net, you can spike the ball. 'Spiking' is essentially slamming the ball
    down fast and hard, due to the angle in which it was arching.
    This move, when pulled off at the right time, usually results in fast slams
    that are hard to return, and usually land without the opponent hitting it back,
    if you aim it away from their location.
    When they do hit a spike back, it's usually at less speed than a regular hit,
    due to the force needed to stop the fast spike. If you've got a teammate with
    you, you can either stay fairly close to the net, or fairly far from the net
    (far enough that you can see your teammate in front of you).
    When close to the net, you can usually spike, and should focus on hitting close
    balls. When far away, you can either keep your distance and cover the back
    section of your court, or alternate between that range, and moving closer
    depending on how far or close the opponent hits the ball.
    To start the game, you'll have to raise your hands above your head, as
    indicated on screen. Have fun, and don't worry about looking like an idiot, as
    long as you're having fun!
    Close both of your hands together as if you were going to slam the under of
    your fists to strike something, and have your thumbs parallel to each other.
    Then keep your hands towards your waist and downwards. This move used in real
    beach volley ball is used to hit the ball up when it's coming towards you, but
    not too high up.
    To start this game off, head to either right or left of the ball mechanism to
    grab a bowling ball. Once you grab a bowling ball, you can start bowling
    immediately. To the sides of the lane are gutters.
    Like the ones in real life, you're gonna wanna stay away from these when aiming
    your shots. The arrows on the lane are a rough guide as to where your ball will
    travel, but it's not a guarantee. When you first start off a game and all the
    pins are nicely standing and waiting for you, you'll primarily want your first
    bowl to be as close to the middle arrow as possible.
    As you continue playing, you may choose to shoot towards the outer arrows if
    you wish, but just watch out for the gutters. Sometimes it may seem like the
    ball is no where near the gutter...but it goes in. Other times, you move a
    little too close to the inside lane due to fear of getting a gutter ball...but
    it ends up being nowhere near the gutter anyway.
    It's all about being subtle in your aim, and practice for success. Typically,
    you'll want to aim with the hand that's not holding the ball. Hold it out in
    front of you, facing the pins right before releasing with your other hand.
    To start off the bowl, however, you'll want to hold both of your hands out in
    front of you-both bowling hand, and non-bowling hand- and then swing your
    bowling hand back, aim with your other hand as previously stated, the bring the
    hand forward and release. Depending on your stance, you can cause the ball to
    curve either unexpectedly (and unwanted), or intentionally.
    It's usually unintentionally, though. Hey without a little frustration, bowling
    wouldn't be as exciting as it is, would it? Depending on how many pins get
    knocked down, you'll want to adjust your aim accordingly. For instance, if you
    knocked most of the pins to the right, and there's a cluster of them to the
    left, you'll want to aim to the left, and the physics may cause one of the pins
    on the left to hit one of them on the right.
    If you aim for the right, even if you hit the few that are there, they are less
    likely to cause the ones on the left to go down as well. When you knock down
    all ten pins at once down with one ball attempt, that is known as a strike. A
    situation you don't want to be in is having a pair of 1 or more pins to the
    sides, leaving a gap in between them.
    This makes it VERY unlikely to hit them all down with one ball, especially if
    it's one pin to the left, and one pin to the right. Aiming for the middle is
    futile, as the ball will just go though. Aiming for either left or right may or
    may not cause the pin to go down depending on whether or not they hit, but even
    if they do: the other pin will most likely be there, requiring an extra bowl
    In situations like this, you can either try taking the solitary pin out one
    after the other, or you can try aiming for the outer edge of either the left or
    right pin. If you're fortunate, the physics of the way the pin fell may cause
    it to disrupt the other one. Also, should there be a side (right or left) with
    more pins than the other, you may want to go for the one with more pins.
    Bowling three strikes in a row is known as a turkey. Also, should you get a
    strike with your first shot, or should you get to knock down a good amount of
    pins, try to remember your positioning. You can always adjust they way you play
    from that starting point that works for you.
    To deal damage to your opponent, strike him. You can do this is a variety of
    ways:Upward jab: you can bring your arms forward, one at a time, aiming toward
    the head area of your opponent.
    When punching, it's good to have good form by bringing your hands from their
    starting position forward, twisting them slightly so that your fists are
    horizontal. The starting position typically refers to your hands close to your
    chest and up. Poised. If your hands are at your sides, you've left yourself
    wide open for your opponent.
    Uppercut: Attack your opponent with a powerful slice that starts low, and
    carries upward, usually aiming for the chin. This attack is basically used to
    wind your opponent, but is usually only pulled off when your opponent isn't
    defending, or has been stunned.
    Haymaker: This is an attack that's used to deal a lot of damage, and
    potentially K.O. your opponent. It consists of bringing your attacking hand
    from the starting position outward, and toward the side of your opponent's face
    with a lot of force. Of course, staying on the offensive isn't going to win
    battles. You have to be able to defend and evade as well.
    Keep your hands in the stating position. That is- toward your chest. From
    there, hold them slightly up towards your face to defend from attacks, and
    lower them to defend from other attacks. Strike your opponent's area that isn't
    guarded, and still attack with light jabs while they are defending to tire them
    If you keep attacking without defending, or without pacing your attacks and
    watching for openings, you're just going to get tired, and allow your opponent
    to get some quick hits in. Strike your opponent while moving around and
    defending, and you'll soon get the hang of how to play.
    When either you or your opponent take enough damage to send you to the floor,
    you will be counted up by the referee. If you aren't on your feet by the 10th
    count, you will be considered down for the count, granting victory to the
    There are two main modes in playing soccer. Attack mode, and defense mode. When
    attacking- or when on offense you'll see two gray arrows indicating where to
    pas the ball. To pass the ball to other members on your team, you must tap the
    ball with your foot aiming at one of the two arrows.
    Your kick may be blocked by an opponent, so take your time, and try to shoot
    the ball in a location where there is little opposition. When you're near the
    opponent's goal, you can kick the ball to head straight in. This is not the
    easiest task. The goal keeper will try to defend your shot, so you'll want to
    aim to a spot within the net that's unlikely, or difficult for the goal keeper
    to get to/prevent from entering. When on defense, the opponent will try and
    kick the ball to get past you. You'll be able to see the gray arrows indicating
    the direction they may wish to kick. When you see them make a move in either
    direction, try and step in the way with your foot to prevent the ball from
    getting behind you. If you gain control of the ball, you'll be on the
    Another thing to keep note if it style shots. You should see a ball icon
    somewhere on the screen, indicating that one of these is possible. If the ball
    is at a certain height, like when your teammate throws or kicks the ball if
    after it's out of bounds, you can use your head or leg to hit the ball. Of
    course, you can't touch the ball with your hands.
    If the ball is high enough, you can head it. If you're close to the net, you
    can score a goal this way. When goalkeeper, you task to to prevent the ball
    from coming in. It's similar to playing defense, except you have the ability to
    use your hands. You should see two or more arrows indicating non goal keeper
    teammates that you can pass the ball to if you've prevented the ball from going
    in the net.
    If the ball is not too high, and not too low, you can use your chest to stop it
    in the air, from there you can kick it with your feet.
    |TABLE TENNIS|++++++++++++++++++
    Reach out to the sides to grab a paddle. To serve, similar to volley ball,
    motion your hand upward to toss the ball, then swipe at the ball to serve.
    You'll want to primarily try to shoot at the opponent's opposite side,
    lessening the likeliness of them reaching that area in time to return the
    If your opponent flinches back a little bit, you can swiftly swipe the ball at
    the opposite side to slam the ball on the table to ricochet it off and usually
    gaining you a point. That's what you call a smash. Aim for the table on your
    opponent's side, as hitting the net won't count as a point. The person who
    severs will alternate. To indicate that you're about to conduct a smash, the
    screen will typically zoom in, and your hit will show a fiery effect.
    Should you and your opponent both be 1 point away from victory, you will be
    considered to have a 'deuce'. This means that you or your opponent will need to
    have 2 points more than the other to win, as opposed to the first one to score
    a point. This can cause games with match points of 7 for instance, to end when
    a person gets 9, as the opponent was also at 7 points. Of course, if you'd like
    to practice before hand with the computer on certain skill levels, or with
    friends of yours while you both communicate what to practice on, that will only
    help you out in the long run.
    A ball is 'out' when you hit it out of the play area without it first bouncing
    on the table.
    |Track and Field|+++++++++++++++++++++++++
    Sprint:To start running, run in place while facing the television set. Keep
    running until you reach the finish line.
    Javelin Throw: First, you will have to reach either left or right to grab a
    javelin. Head on and swing your arm, attempting to perform a fluid movement,
    and arc. Depending on how well you threw the javelin, you will see the result
    by where it lands. When you get towards the line and you see green, you should
    be poised to toss the javelin. Yellow means it's a little too soon. Be sure not
    to step past the line, or you'll have a foul throw.
    Long jump: To perform this sport, you'll have to start off running in place.
    When you get to the squared green area like in the previous sport, it's an
    indication to jump. You must jump in place, NOT INTO THE TV! Simply lifting
    your feet from the crouch will suffice. Depending on your timing, running in
    place speed, and jump you will either go very far, or not very far at all.
    Don't overstep the jump, or it will be a foul. It's fairly easy to get foul
    jumps in this game, as you're trying to milk the jump distance, but take your
    time and you'll do fine.
    Discus: Reach left or right for the discus. Once in your hand, swing your hand
    back slowly, then swing it forward and let go at the optimal arch, to cause the
    discus to soar. You can throw the discus similar to the way you throw a
    Frisbee, but a little more exaggerated.
    Hurdles:When the race starts off, and you're in your lane start running. Hop in
    place by lifting your feet off the ground to leap over the hurdles that come
    your way. Running before the time starts will cause a false start. Take your
    time at the hurdles, and try not to jump too late or too early. Remember the
    timing used when jumping over the hurdles to replicate that time for the next
    You can play all of the sports individually as well in minigames.
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    |BUMP BASH|+++++++++++++++++++++++++
    -----------MINI GAME[MG1]
    You have to avoid as many of the on coming obstacles as you can before you run
    out of chances. Mini games are typically set up with leader boards in mind,
    meaning that the main goal is to get as many points as you can, and beating
    your own record, or your friends' records.
    Objects will be thrown as you from the other side of the net. A large circular
    red icon will appear in the spot where the object will travel. When you see the
    marker, move your body to the other side, or if the marker is high up, close to
    your head, tilt your head the opposite way to avoid the obstacle. There's a
    face with a certain number of lives to the top left. That's the amount of
    chances you have. This is essentially how many times you can be hit before
    you're out of tries.
    The more obstacles you avoid, the faster the obstacles will come at you in
    succession. There are more than one opponent on the other side throwing
    objects, so you can also pay attention to the people in the back to get a
    general idea of where the next object is going to be traveling from.
    |TARGET KICK|+++++++++++++++++++++++++
    -------------MINI GAME[MG2]
    Hit the targets before the timer run out. To gain some extra time, clear a wave
    of targets. There will be a goalkeeper trying to stop the balls you kick
    towards the targets. Your goal is to hit the targets that pop up.
    If the goalkeeper is in the way of a target (this usually happens when there's
    one target left), try kicking the ball slightly to the left or right to get the
    goalie to move out of the way, then quickly hit the target.
    Sometimes, if you intentionally hit the target close to the poles of the net,
    the goalie will head all the way over there in an attempt to save the shot.
    This is the perfect opportunity to hit the targets while they're undefended.
    Clear the waves, or all of the targets currently in the net for more time.
    Watch the actions of the goalkeeper. If you manage to lead them all the way to
    the right or left, quickly use the opportunity to hit the targets while they're
    unguarded. This saves a lot of time, as sometimes the goalkeeper can be really
    aggressive and block most of your shots. Seize the moment when it arises.
    |SUPER SAVER|+++++++++++++++++++++++++
    -------------MINI GAME[MG3]
    In this mini game, you'll play the role of goalkeeper. Save as many goals as
    you can. The cool thing is, for every 20 goals you save, you'll gain an extra
    chance. The opponent will be in front of you, and will kick the soccer ball
    your way.
    Watch for the yellow soccer ball icon on the screen, and depending on where it
    is located, move your body or limb to that direction to save the ball from
    going into the net. The more goals you save, the harder it gets.
    You can use your hands as well as your legs to save the balls. You can also use
    a combination of both to further ensure the ball doesn't get by you. There are
    times where just moving your body to the right or left acts as a wall and
    prevents the ball from getting through you. Doing this helps in situations
    where putting out your hand may not be quick/ precise enough.
    -----------------MINI GAME[MG10]
    You'll have to run in place when the time starts and keep running all the way
    to the finish line. There will not be other athletes to the sides of you. It
    has nothing to do with the way you were dancing before the timer started, I
    promise! Lift your legs from the ground to get the steps to count in this mode.
    To boost toward the finish line when you are close, lean your body forward
    while still running, and you'll shave a few mini seconds off your timer.
    The printing steps on screen are not a physical representation of your body. If
    you just barely get your feet of the ground, you won't get a nice consistent
    read from the sensor. Put some effort into the sprint to get accurate results.
    ---------MINI GAME[MG11]
    Reach right or left to pick up the javelin. It is recommended to grab the
    javelin with your dominant hand. This is an activity in which you can
    accidentally hit something if you aren't careful, so be careful and pay
    attention to the spacing displayed to you on the screen.
    Pick up your feet and sprint in place with your hand up with the javelin ready.
    Again, you'll want to run towards the green square- as far to the tip of it as
    possible without stepping over, then throw the javelin high. Continue the
    tosses with your other attempts.
    It is possible to use underhanded throws to throw the javelin. Depending on
    your form it may have the same results or even better results with the regular
    javelin throw. If you achieve the same results, but find this way a little more
    comfortable, feel free to use it.
    ---------MINI GAME[MG12]
    Run in place, and jump when the hurdles come toward you. To start, wait for the
    signal. I know you're excited, but don't start running yet, or you'll trigger a
    false start. Run in place on your lane when you start the activity and watch
    the colors of the hurdles. When they turn green, jump over them.
    Jumping too soon or too late will result in your bumping into the hurdle, or
    coming to a halt. However, if you jump a little earlier than ideal, you'll
    sometimes slowly clear the gap. The problem with that is that the timer still
    goes. Keep running to the finish line.
    Though you'll still clear the hurdle sometimes by jumping early, it will take
    slightly more time than if you jumped when the hurdle turned green. Jumping
    every so slightly AFTER the hurdle turns green as opposed to the minute you see
    it may shave of a little extra time.
    --------MINI GAME[MG13]
    You have to throw the discus as far as possible. Reach left or right for the
    discus. Again, it is recommended to grab the discus with the dominant hand. Arc
    your arm when throwing the discus.
    Another technique is to swing your arm while it's fully extended, as opposed to
    slightly bent. Bending your arm, then swiping quickly into a throwing pose is
    also a viable method of tossing the discus. Your results will be based on the
    distance it lands.
    You don't have to run in place but moving/ twisting your body can garner
    momentum and result in a slightly further toss. Sometimes considerably so.
    |LONG JUMP|+++++++++++++++++++++++++
    -----------MINI GAME[MG14]
    For this event, you'll have to run as close to the edge of the platform before
    the sand before jumping.
    The further you jump the better. After raising your arms, signaling that you're
    ready to play, start by running in place. When you get as close to the edge of
    the green square as possible, lift your fee and jump.
    Be careful not to over step or it will count as a foul jump. It's easy to do so
    as you're going to need to run fast, but take your time and keep an eye out in
    front of you.
    Move your limbs forward after jumping for slightly extra distance.
    |RALLY TALLY|+++++++++++++++++++++++++
    -------------MINI GAME[MG4]
    Reach left or right to grab a paddle, then start returning the serves that the
    opponent sends at you. When the ball hits out on your side (which would be a
    point for the opponent in regular table tennis) you lose. Your point is based
    on the amount of balls you return.
    Don't bother smashing, or slamming, as you aren't going for match winning;
    you're going for endurance.
    |PIN RUSH|+++++++++++++++++++++++++
    ----------MINI GAME[MG5]
    For this game, you have to knock down as many of the bowling pins as you can.
    You have a time limit, and have to do as best you can with the bowling balls.
    You can even pick up two bowling balls at a time.
    Whenever you knock down 30 pins, you gain some extra time, so do your best and
    you can stay in the game longer than expected. Reach to the left or right to
    grab the balls.
    It's usually best to aim toward the middle with the first ball, and quickly
    toss the other one either directly behind it, or slightly to the left or right
    to get what you missed. Another strategy is to shoot both balls to the opposite
    side of the pins, knocking them inward. Just be careful not to get gutter balls
    as you use that method.
    Go in a rhythm, swiftly but smoothly throwing the balls and aiming at the same
    time. This can knock down a lot of balls at a time, and keep the pace going. As
    this game is timed, pace is important.
    |PADDLE PANIC|+++++++++++++++++++++++++
    -------------MINI GAME[MG6]
    Back on the table tennis board, you now have the ability to use two paddles, as
    the balls start coming at you. You're on a time limit here. However, if you hit
    5 balls in a row you'll gain a 2 second bonus. Start flapping away at the balls
    as they come to you, one after the other with your paddles.
    You can use them at the same time to hit the balls when necessary, but for the
    most part, it's best to hit one with one hand, and then the next one with the
    other hand. Trying to hit the balls simultaneously is possible, but can be
    disorienting. Take your time and aim with precision, and you'll be able to hit
    5 balls in a row. You'll gain two second timer bonus which may not seem like
    much, but in the heat of the game, the seconds count.
    The white line in the middle of the table can also be used as a guide. You can
    use your left hand to hit everything from the left side of the table, and use
    your right hand to hit everything from the right side of the table.
    Try to find a stride, a rhythm that enables you to hit the balls one after the
    other with your arms while still being able to aim at the balls, as they come
    down to your side of the table. Light taps are sufficient to hit the ball back.
    Using too much force will cause you to take more time in swinging.
    |BUMP BALL|+++++++++++++++++++++++++
    -----------MINI GAME[MG7]
    In the beach volley ball court, you'll now have to avoid as many of the
    incoming objects as you can. You aren't timed, but you do have a finite amount
    of chances, or times you are hit before you're done. You can tilt, jerk, and
    move out of the way to avoid the obstacles.
    You can jump and move your limbs out of the way as well. The red circle will
    appear on the screen to indicate where the object is going to be coming. Keep
    in mind that on the other side of the court, there are a lot of opponents
    throwing the ball at you, so the more you play, the more obstacles get thrown
    at you.
    It's possible to anticipate where the red circle will be, and therefore where
    to dodge/move away from by watching the trajectory of the object once it leaves
    the hands of those on the other side of the court.
    |BODY BALL|+++++++++++++++++++++++++
    -----------MINI GAME[MG8]
    Here, you have to hit the ball with the correct body part with a certain amount
    of chances. When you see a green head symbol, move your head in that direction
    to hit it. When you see blue foot icon, use your legs to hit the objects.
    When you see a pink hand symbol, use your hand to hit it back. In all these
    cases, simply moving the corresponding body part and pushing forward slightly
    is sufficient.
    Wildly flailing is fun and makes people question you sanity and is inefficient.
    It's fun though, so feel free to do so as long as you're not over exerting
    |ONE BOWL ROLL|+++++++++++++++++++++++++
    ---------------MINI GAME[MG9]
    As the instructions say, you must knock down all of the pins. This time you'll
    only be able to use one ball. There will be a certain number of pins waiting to
    get knocked down. Whether you hit them or not, the positioning will shift after
    each bowl.
    As you don't have all ten pins to hit, knocking the pins down may be a little
    difficult, as fewer pins means fewer pins to hit other pins. Take your time
    aiming the ball, as gutter balls aren't the only way to miss the target.
    You can throw the ball into a non-gutter space and still miss depending on the
    positioning of the pins. If you aim and follow through with your body as you
    release the ball however, you should get a good idea of where the ball is going
    to do.
    Aiming is key here. Take your time, and aim first, then throw the ball while
    Kinect Sports
    Microsoft Game studios
    This guide is to be hosted on the following sites:
    This guide is copyright (c) of 2011 Sameth Holly
    I hope you enjoyed the guide.
    Dec 23
    Guide skeleton. Minigames
    Jan 1
    Jan 7
    Main events, guide completion
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