Kinect Sports FAQ - Guide for Kinect Sports

Scroll down to read our guide named "Kinect Sports FAQ" for Kinect Sports on Xbox 360 (X360), or click the above links for more cheats.

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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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