Wii Sports Walkthrough :
This walkthrough for Wii Sports [WII] has been posted at 26 Jun 2010 by datr and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up datr and share this with your freinds. And most important we have 5 other walkthroughs for Wii Sports, read them all!
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Walkthrough - FAQ/Strategy Guide******************************************************************************* ---------------------- W I I S P O R T S ---------------------- Nintendo Wii FAQ/Strategy Guide, Version 1.0 Last Updated - 5/01/2007 By Crazyreyn (crazyreyn_faqs@hotmail.com) Copyright (c)2006 Matthew Reynolds. All rights reserved. ******************************************************************************* +--------------+ | Legal Notice | +--------------+ The ONLY sites that may have this FAQ and all my other FAQs are the following.. http://www.gamefaqs.com http://www.neoseeker.com http://faqs.ign.com/ http://www.cheats.de http://www.cheathappens.com You will find the latest versions here. If you want to host my FAQ then give me an email and I'll most probably agree, as long as you don't alter anything, and if keep it in it's original format and give me full credit for creating the document. +-----------------+ | Contact Details | +-----------------+ If you see a fault of ANY kind or you want to contribute some data to me, then either email me at crazyreyn_faqs@hotmail.com OR speak to me on MSN Messenger on crazyreyn_faqs@hotmail.com, or on AIM at Crazyreyn. If you are emailing me, then please have the subject title as 'Wii Sports FAQ' or something similar, otherwise it will not be opened. Full credit will be given in due course. Or feel free to ask me any questions you wish, comment on this FAQ, ask if you want this posted on your site etc. then do that same as above. If you could, rate this FAQ so I can get some feedback. Thank You. =============================================================================== ---------------- INTRODUCTION ---------------- =============================================================================== Hello and welcome to the Wii Sports FAQ/Strategy Guide. This guide will give you detailed tips and advice for all five games and detailed techniques for all the Training Games. The medal lists so far are reasonably provisional, so take them all with a pinch of salt until further updates roll though. Wii Sports is the perfect introduction to the Wii console, and is one of the best multiplayer experiences ever; I know most of my none gaming friends agree. I dedicate this guide to my housemates Dave, Ben, Rachael, Pete and Tess who I regularly play this with (when they aren't playing WarioWare of course!). I hope you enjoy the guide, - Matt =============================================================================== --------------------- TABLE OF CONTENTS --------------------- =============================================================================== 1. Version History 2. Game Overview 2.01. Tennis 2.02. Baseball 2.03. Bowling 2.04. Golf 2.05. Boxing 3. Training Mode 3.01. Tennis Games 3.02. Baseball Games 3.03. Bowling Games 3.04. Golf Games 3.05. Boxing Games 4. Checklist 5. Secrets and Unlockables 6. Conclusion and Special Thanks Searching - Simply copy and paste the section you want to go to into the Find box (to open it, press CTRL+F). Now press enter twice and you will be taken to your selected section. =============================================================================== ---------------------- 1. VERSION HISTORY ---------------------- =============================================================================== +--------------------------+ | Version 1.0 - 05/01/2007 | +--------------------------+ The first version of the FAQ, everything is complete! =============================================================================== ------------ 2. GAMES ------------ =============================================================================== --------------- Mii Involvement --------------- You have to select a Mii to play as for each game, however those that don't play also appear in different games in some way. Here is their involvement in each game - Tennis - The Parade Mii's form part of the crowd. Baseball - Your created Mii's help make up each team, with the rest being filled up with computer generated Mii characters. Bowling - If only a couple of you are playing then the rest of your lane will have user created Mii's sitting behind, and Parade Mii's play on other lanes. Golf - None. Boxing - Parade Mii's make up some of the crowd. ---------- Pro Status ---------- For each game you play you earn points to show your playing progress. This is displayed after each session in the form of a graph. The amount of points depend on how well you did and how well you performed against other opponents - for example if you are playing badly against a much higher opponent you'll get decent amount of points, whereas playing badly against lower ranked opponents will lose you points. Once you reach over 1000 points you'll gain PRO status, which is more of a title than anything special. It should be noted that you cannot earn points in Tennis, Baseball or Boxing in multiplayer mode. ----------- Wii Fitness ----------- This is a development mode where each Mii can play set Training Games in order to gauge their fitness according to their performance. It chooses three games from those in the Training Mode (if they are unlocked) and judges them all in terms of Balance, Stamina and Speed. If you do well your age is lowered, and the results recorded on the Message Board on the Wii console. The results are also plotted onto a graph to show development over time. Quite fun, but ultimately pointless. =============================================================================== ---------------- 2.01. TENNIS ---------------- =============================================================================== ------------ Simple Rules ------------ Tennis is a doubles match with pretty much all the rules of standard Tennis. You use the full court, deuce takes place and so on. There are only points and sets though (points going 15, 30, 40 and then the set). If both pairs get 40 its deuce, with advantage taking place when a team gets a point. If the pair get another point they get the set otherwise it goes back to deuce again. ----------- How to Play ----------- You hold the Wiimote as if it were a tennis racket, with the front facing it toward you. Moving - Done automatically for you, so it's one less thing to worry about. :) Serving - To toss the ball up either press A or swing the Wiimote vertically, then swing it downward to serve. You can do a powerful serve when the ball is at it's highest. Strokes - There are two types; forehand and backhand. Forehand is where your palm faces forward as you stroke, backhand is where your arm is on the opposite side so your palm faces outward. Slicing and lobbing - Hitting the ball from low to high will lob the ball, where as hitting it from high to low will slice it. Slicing will make the ball travel faster, lobbing will do the opposite. Direction - All about timing. The sooner you hit the ball the more left if will go, the later the more right the ball with go. Hitting it just right will send it straight onward. Net Player - To control the net player swing the Wiimote as you would the player at the back when the ball approaches him. This is handy for net shots. -------------- Hints and Tips -------------- - Getting a fast serve (so a gold trail follows the ball) is done when you hit the ball when it's at it's highest. I find it's easiest to do when you press A then swing the Wiimote. - If you are on the receiving end of a fast serve, then concentrate and backhand it as early as possible. You can easily hit it off the court. - You can easily win against their serves by returning very sharply across them. Your hand should make a fast, horizontal movement across so it slices the ball across so their back player cannot get to it. - Use the net player to throw your opponent off guard with a quick return. Just make sure you don't hit the ball off to the side with a quick hit and send it right though. - The best place to aim is at the opponents net player, or in between them. The computer doesn't really use the net player that often, and most balls will simply sail past them! Use this to your advantage. - Speed doesn't really matter in this game, so just swing the Wiimote gently. - Practice direction, slicing and lobbing in the Training games. It really helps. ------- Secrets ------- - Press and hold the 2 button after selecting characters to play in the blue practice court. - Once you become a Pro, a larger crowd watches you play. =============================================================================== ------------------ 2.02. BASEBALL ------------------ =============================================================================== ------------ Simple Rules ------------ One team bats and the other pitches. The pitcher throws the ball toward the batter, who has to hit the ball out into the field. If it evades the catchers for long enough or isn't caught straight away, then the batter can run around the pitch markers from Single, Double or Triple. Once the runner reaches the Base again, a point is scored. If a batsman hits it out into the crowd or stadium a Home Run is scored, and all those on the bases are the runner go round and to the Base and the points are added up. There are a total of three innings. Also, if you hit the ball outside of the V (the white lines from the base) it will be a foul ball. You can have as many of these as you like until you get a Strike (miss the ball - three of these and you are out) or you hit the ball. You can't bunt properly in this game (just holding on the bat so the ball bounces down) but you can do it by luck sometimes. ----------- How to Play ----------- Batting - Stand to your side with the Wiimote behind your head, and swing forward when the ball approaches. Different pitches require slightly different approaches to swings. Hitting it early will hit it left, whereas hitting it late will hit it right, of course. Pitching - Have the Wiimote raised up and throw it down to pitch the ball. Holding A gives a Screwball (spins left), B a Curveball (spins right), A+B a Splitter (drops down) and tapping left or right on the D-Pad pitches toward that direction, with Up or Down back to the centre again. The speed of the pitch will impact how fast you throw the ball. -------------- Hints and Tips -------------- - There isn't much to control in this game, so just concentrate on the pitching or batting. - The easiest way to bat is to go from low to slightly higher, making the ball travel further upward and increase the rate of Home Runs. It'll also hit all types of balls, bar the Splitter. - To hit a Splitter, you have to aim from low to high. It's quite tough to get, and if your mates keep pitching them to you just bunt it (hold on the bat) until they quit it, as it's quite annoying. - When pitching, use the Splitter when ever you can. Yeah, hypocritical of me to condemn it above and then say use it, but it's hard as hell to hit the sodding things. - Load the bases up and then hit a Home Run for easier points. =============================================================================== ----------------- 2.03. BOWLING ----------------- =============================================================================== ------------ Simple Rules ------------ Nothing is changes from regular ten pin bowling. You throw bowling balls down lanes to knock down as many pins as possible. You get 10 sets, with two attempts on each set (you get three on the last if you manage to get a spare or better). You get a Strike for knocking all the pins down in the first attempt (20 points), a Spare for knocking them all down in two attempts (10 points) otherwise you just get as many points as pins knocked down. The maximum score is 300 points. ----------- How to Play ----------- Position - Press the D-Pad left and right to position yourself across, and A to switch to Rotate mode, where pressing the directions now rotate you. Press Up to zoom in ahead on the pins down the lane. Throwing the Ball - Hold the Wiimote in front of you and press and hold B, and straight away swing it back and forward, then releasing B. Spin - Twisting the Wiimote when throwing the ball will add spin to the ball. The earlier you release the ball, the more impact spin will have on your throw. -------------- Hints and Tips -------------- - I found the easiest way to get Strikes is to tap right twice, hold the Wiimote down by my side and swing it back and quickly up to above my head. This produces a fast and straight bowl that knocks down sets nicely. - There is no Left Spinning Glitch (users complained where the balls always spin left on every shot). It's just the way you are playing. As most players are left handed, their shots will spin left automatically, and as you release the ball early it spins horribly to the left. To avoid this, hold the Wiimote extremely straight and release it late to minimise spin. - When you have pins behind one another, bowl it slowly through them. Otherwise the ball will bounce off the first pin and away to the sides slightly, most likely missing the pin placed behind. ------- Secrets ------- - When you start the game and the screen fades to black, holding different directions on the D-Pad changes the colour of the ball - Up - Blue Down - Green Left - Red Right - Gold - If you release the ball behind you, it'll surprise the crowd! - You can throw the ball across lanes by rotating around left and right, and releasing it late to get it across gutters. - You get a special star coated ball for reaching the PRO status. =============================================================================== -------------- 2.04. GOLF -------------- =============================================================================== ------------ Simple Rules ------------ Using a club, get the golf ball across the course and into the hole in the fewest strokes as possible, hopefully within Par. You have different clubs (although the game automatically chooses the best one, and as there are so few it's best to just leave this option out) and different areas of the course to get across, explained below - Fairway - This is the standard area of course and is indicated by the normal green. Aim to land each on each shot. You'll have no restrictions here. Rough - The dark green areas, this is thicker grass that will impact you shots and limit them by 2 dots. Avoid getting on here, and if you do aim to shoot back on to the Fairway (or the Green if you can manage it). Bunker - The sand pits of the course (indicated by yellow on the map) severely impact your shots. You may only use a here and can only go to one dot. Aim to get back on to the Fairway. Edge of Green - This is a tiny strip on the outside of the green. Despite this it has the same properties of being on the Green, so you have to Putt from here. Green - This is the light green area around the hole where you must use a Putter. Wind doesn't impact you here however topography does, so check that out with 1 on the Wiimote before Putting. Out of Bounds - Hit it off the course and you'll miss a go and be relocated on the nearest edge of fairway. This is shown by the dark areas of map, as well as water. You'll miss a go if you land it here, so if on your first shot you hit out of bounds your next shot will be Stroke 3. Once you reach the Green, you have to putt the ball in. You have to use the Putter at this point to tap the ball in to the hole, while taking note of the topography. Another factor to take note of is Wind; this is displayed in the top right corner of the screen and will have an impact on your strokes (bar Putting, for which it doesn't make any impact). Make your power and shot positioning different according to the wind speed and direction. Finally, each course has a Par in which you aim to get strokes within. Here are the different terms - Albatross - 3 shots under Par Eagle - 2 shots under Par Birdie - 1 shot under Par Par - Shots are the same as course Par Bogey - 1 shot over Par Double Bogey - 2 shots over Par +3 - 3 shots over Par And so on. There are two special shots you can get as well - Chip-In and Hole-In-One. Chip-In means you get the ball into the hole from the fairway or rough, without needing to putt. A Hole-In-One means it took one shot to get the ball into the hole from the tee off (which is rare and hard to manage). ----------- How to Play ----------- First hold the Wiimote like you would a regular golf club - stand to your side with the Wiimote facing outward and hold it in two hands (you can with one but it's harder to play and is less fun to be frank). Keep it flat down at all times to get the best recognition. Positioning the Shot - Look at the screen and the map. You can adjust the direction by pressing Left and Right on the D-Pad. Up and Down changes the club (which is best left untouched) and the power bar shows how hard you hit it. Power Bar - The Three Dots and Red Dot are translated onto the map to show where the ball would go depending on how hard you hit it. Make judgment, then practice your shot. If you swing too hard and get it above the gauge, it will turn red and sway. Overhitting a shot will cause it to go off target, which you don't want so try and hit it as close as you can to the top of the power bar. Different clubs will minimise how high the power bar will go. Practicing and Swinging - Swing the Wiimote back and then forward over your shoulder to make a swing. You can adjust the power by speed and how big the swing is. When you are ready, hold A while swinging for it to connect. Putting - Once you have got to the Green, you must putt. First, check the topography of the Green by pressing the 1 button - light shows high gradients, and dark low gradients. Press left and right on the D-Pad again to adjust the position of your shot, and practice your shot. Hold the Wiimote in the same manner that you did the Driver and just swing back slightly and push forward. Hold A again when you are ready. -------------- Hints and Tips -------------- - Wind is tricky to read, but I find the amount of mps (metres per second) is the amount of quick taps required away from the hole, more or less. Practice helps here, try the Target game in the Training Mode. - Always practice before you hit the ball. Always. Although you may have particular methods for hitting the ball you should always make sure you are going to hit the ball at the right amount properly. - There are several ways of driving - I personally have the Wiimote down and push up to my shoulder, whereas I know some who start from the back shoulder and down to their side. Just experiment with what works best for you. Should never need to do a full swing though, not at speed anyway. - Putting is an acquired skill which takes practice (use the Training Mode 'Putting' to help you). The hardest thing to get right is the positioning; gradients don't make much difference power wise (just add slightly more for up hill and slightly less for down hill) but slopes will cause the ball to roll to the sides. A steep gradient will cause the ball to sway more, so aim away from the hole by about a holes length unless it's really steep (which is rare), but if you think theres a slope then always make adjustments to be sure, the ball can go in from one of the edges. Power is important, my advice is to slightly over power it. Going short is very annoying, and as long as you are calm you shouldn't really over hit it. ----------- Walkthrough ----------- Hole 1 - Beginner Game - Par 4 - 384 Yards Try and hit it as hard as you can into the centre of the course, without topping the power gauge. As the fairway converses inward due to the left bunker and right rough, take note of the wind so it doesn't land into any of these. For you second shot make it onto the green; hit it around three dots or less as the ball will bounce and roll onto the green. For the putting, there is height to the side of the hole so press 1 to check the topography and aim it toward the side the hill is so the ball will roll away from it. It's possible to do this hole in 3 shots quite easily, and in 2 if you manage to chip in from the second shot if you are lucky. Hole 2 - Beginner Game - Par 3 - 136 Yards You automatically play with the Iron. As you can make it on the green in a single shot, observe the wind carefully and hit it about 3 to 3 and a half dots according to where you are hitting it to. If you over power, then you'll easily get it into the rough behind or under into the bunker. Try and get it right here. On the green there are slight hills north and south of the hole, and a large steep incline to the north east side. The slight hills around the hole means you should putt this in with little worry, but still check the topography and make slight adjustments to be sure. Hole 3 - Beginner Game - Par 5 - 485 Yards First of all there is a shortcut here; there is an island in rough between tee-off and the hole (you'll have to aim over left to see it). This is pretty hard to manage but may save you a shot or two. Really observe the wind and aim around 3 and a half dots if the wind doesn't impact your distance (ie. not with or against you). If the wind is severely against you at around 8mps+ then I would avoid attempting this shot. Remember that the ball will roll across the green so aim at the south and if you miss, it goes Out of Bounds and you'll miss a go and go straight to Stroke 3. If you manage to get on there, then hit at around 2 to 3 dots, as it's quite misleading and will bounce some way onto the green. If you are taking the normal route, then watch out for the slab of rough that is on the left, with trees on. Either stay well clear of it and aim to the right, or go through the middle and hope you can reach the fairway on the otherwise - it's very possible to do this. For the second shot there is a patch of rough breaking up the fairway between there and the green, so aim just short or just ahead according to where you landed that first shot. When you are on the Green, there is a hill at the north west side which slopes down around it. You may have landed around there so if you are putting downhill, aim slightly (just slightly) of the dot as the ball will roll a little. Hole 4 - Intermediate Game - Par 3 - 139 Yards As you'll be able to get onto the Green in one shot, so watch your power. With no wind hindering you, between 3 and 3 and a half dots should do the trick. Try and aim to land as close to the hole as possible as it's on a hill, so if you putt elsewhere on the green remember that you have a slight up hill battle against you. Don't over power it by any means, just a fraction over the required power is all that's needed. Hole 5 - Intermediate Game - Par 5 - 361 Yards You aim straight through a slab of rough from the start - it's up to you if you want to try and get straight through it to the other side or land to the left. Just remember that if you do land in the rough you might be in front of a tree and you'll waste a shot just getting on to the fairway again. For the second shot, aim to land the ball before the bunker so that the ball bounces over it and on to the green. This should require around 3 dots, but remember to check the wind. When you are on the Green, there is an incline to the north of the hole. Although it looks steep it actually isn't that bad, so just nudge to the side of the hole when putting. Hole 6 - Intermediate Game - Par 4 - 335 Yards For this first shot, aim to land next to the bunker. There will almost always be wind so be sure to adjust so you land toward the bunker. This is so you are away from the river and the next shot is easier as you are further away. If you get it in the water you'll restart on the edge of the rough by where you begin, making it really tough to get over to the fairway, so make sure you get the shot right. The second shot is kinda tricky, as you need to get it just right to avoid the bunkers to the side and the rough ahead. Around 3 dots should do it. When putting on the Green, there is an incline to the North, so be sure to watch out for that. Hole 7 - Expert Game - Par 4 - 254 Yards First off, you can't hit it straight to the Green from here. It'll always hit several trees and go Out of Bounds so don't even attempt it. The map lies somewhat when it comes to the rough on the right side - only a tree or two actually come out, so feel free to aim across (actually look ahead to be sure) the rough if you need to. From the corner, you can make it on to the Green for your second shot. Aim to land on the South (right side from here) side as it's on a plateau compared to the rest and will make for easier putting. However this runs the risk of getting the ball into the bunkers, so it's up to you where exactly on to the green you want to try and put it. Hole 8 - Expert Game - Par 3 - 215 Yards Even with the wind against you, you can easily get it straight to the Green from here. Aim it between 3 and 3 and a half dots to land it on there - just ignore the zig zagging fairway that leads up to it. On the Green, the hole is just on the edge of a hill on the south side of the Green. Remember to adjust left or right with the incline here. Hole 9 - Expect Game - Par 5 - 455 Yards The furthest distamce of any hole in the game, this takes you across several islands to get to the green. If you have the wind against you, this can be unfairly tough and you might not be able to hit it far enough to get there. For your first shot you should always aim for that right island closest to you. Next, you can make to the Green from here although if you feel like it's a risk (depending on the wind) aim for the right island and across again. Remember to land the ball in the middle or closer as the ball will roll quite a distance. At the Green, the hole is on top of a hill so unless you manage to land it on top, you have to very carefully putt it up. The hill is bumpy to so observe the topography very carefully to ensure you aim it laterally correct. ------- Secrets ------- - Press and hold the 2 button when selecting the mode to disable the power meter, map and wind gauge! =============================================================================== ---------------- 2.05. BOXING ---------------- =============================================================================== ------------ Simple Rules ------------ You attack your opponent in the boxing ring in a match across three one minute rounds. You have a life gauge which decreases when hit, and you can get up until you cannot no more where you are then 'knocked out'. ----------- How to Play ----------- You need to attach the Nunchuk for this game. Hold the Nunchuk in your left hand and the Wiimote in your right, and hold them in front and facing you. Punching - Holding the Wiimote and Nunchuk in front of you, jab them forward to punch. Punch straight onward to aim for the face, and diagonally down to aim for the body. Swinging down and then up performs an uppercut, which deals a heafy amount of damage. Blocking - Just hold the equipment in front of you to block attacks. You can adjust them down slightly to lean forward and guard your body. Dodging - By swaying the equipment to the sides or back and forth, you can dodge and rotate around. -------------- Hints and Tips -------------- - Get decent combos going by punching left right left right, with the occasional powerful upper cut. Faster speed makes for more powerful punches. - You need to have a steady pace about you; punching really quickly won't register your movements (more programming than the actual hardware mind) so when your punch has finished then you can perform another. - Earlier oppponents don't really dodge or block, so just go crazy. - Later opponents get you to dodge a lot more, so get used to swaying left and right and getting a punch in when they are open. ------- Secrets ------- - After beating Matt, the Grand Champian, you can wear Silver gloves by pressing the 1 button when starting a match. =============================================================================== -------------------- 3. TRAINING MODE -------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.01. Tennis Games =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------------- Returning Balls --------------- Medals - Platinum - 80 Gold - 50 Silver - 25 Bronze - 12 Aim - Return the balls within the court. If one is returned outside the court, the game ends. Really concentrate on timing it just right each time. Observe the ball when it comes to you and prepare if you'll be doing a forehand or backhand well in time; lob the ball instead of slicing it, otherwise you run the risk of either hitting it into the net or outside of the court. Every 10 balls you'll move to the net for 5 quick returns; bring the Wiimote closer forward and just flick your wrist to return. Timing shouldn't matter now unless you really hit it to the sides, which you shouldn't. Really concentrate on timing and you should do fine here. ----------------- Timing Your Swing ----------------- Medals - Platinum - 50 Gold - 30 Silver - 15 Bronze - 7 Aim - Hit the orange wall on each return. Miss once and the game ends. Again, timing is key here. The wall will move left and right, shrinking every few returns. Remember that the sooner you return will make the ball go left, and the later for it to go right. You can get away for shots going straight on for the first 10 or so returns, then some proper direction needs doing. --------------- Target Practice --------------- Medals - Platinum - 40 Gold - 20 Silver - 10 Bronze - 5 Aim - Volley the ball from the wall and into the targets. Let the ball bounce twice and the game ends. Serve slowly and keep a slow pace going with the returns, and try and hit it dead centre of the target as long as possible. If you hit it wide, hit it back the other way and try and focus it onward again. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.02. Baseball Games =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------- Hitting Home Runs ----------------- Medals - Platinum - 10 Home Runs + 5708 Ft Distance Gold - 10 Silver - 8 Bronze - 5 Aim - Hit as many home runs as you can! The aim is to just slog the ball either into the crowd or out of the stadium. Position doesn't really count unless it's outside of the V (making it a foul ball). If you are having trouble with timing, then I count a quick second and a half and then quickly swing, and most of the time that does it for me. Swinging faster, and slightly up (so aim the bat down slightly and when you swing bring it up) to get further balls out. You need all 10 hits to be Home Runs just to get Gold, and a distance of X in total to qualify for Platinum! ------------- Swing Control ------------- Medals - Platinum - 65 Gold - 58 Silver - 45 Bronze - 33 Aim - Hit the ball so it lands in the target zones! You have to aim four balls straight on, four to the left and then four to the right. There are three different zones to aim for - dark blue (10 points), surrounded by light blue (6 points) and white (3 points). Outside of these you'll get no points. It's all about timing for positioning - try and hit it on time for straight ahead, early to make it go left and late for right. ---------------- Batting Practice ---------------- Medals - Platinum - 30 Gold - 27 Silver - 21 Bronze - 17 Aim - Just return the balls thrown to you. Simply hit the balls that are thrown toward. As long as none of them are foul balls (those that go outside the V) then they count. You get combos for hitting consecutive balls, which help you get higher points. He throws different ball types such as Screwballs and Spinballs (no splitters thankfully) as well as the occasional fast ball, so watch out for these. Most balls can be hit by aiming the bat slightly up as you swing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.03. Bowling Games =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------- Picking Up Spares ----------------- Medals - Platinum - 20 Gold - 17 Silver - 12 Bronze - 7 Aim - Knock down the remaining pins in each lane! This game involves you knocking over remaining pins in each lane. You'll need to both use moving and rotating to get various pins by using the D-Pad and the A button (to switch between modes). Also be sure to press Up on the D-Pad to zoom in on pins so you know exactly where you are aiming. Spin is a smaller factor here but is needed on some pins; if you naturally spin the ball when throwing be sure to compensate by adjusting your position to the side of where you want to aim. Here is a step by step walkthrough for each of the stages - note that the diagrams are for the right handed version of the game. Stage 1 - +-------+ | | | | | | | 1 | | | | | | | | | | | | | | | | | | | | | P Throw is straight on to get it. To get a straight throw going, keep your arm straight and release the ball as late as you can to minimise spin. If you are right handed then move very slightly right and for left handers slightly left to ensure that any spin is compensated. Stage 2 - +-------+ | | | | | 2 | | 1 | | | | | | | | | | | | | | | | | | | | | P You could stand exactly where you are and straightly throw it again to get both of these. However to be safe line yourself up with them and throw it so the ball physically knocks both over. Stage 3 - +-------+ | 9 0| | 6 | | | | | | | | | | | | | | | | | | | | | | | | | P Position yourself right and aim for the 6 pin. Again, if you do spin naturally then adjust yourself so the ball hits all three of the pins. Stage 4 - +-------+ | 8 | | 4 5 | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Line up with the 2 pin so that the ball touches all four of the pins on the way down. Speed doesn't matter, just keep it straight and narrow. Stage 5 - +-------+ | | | 6 | | 3 | | 1 | | | | | | | | | | | | | | | | | | | | | P The easiest way to get these is to aim for the 3 pin so that the ball will clash with the sides of the 1 and 6 pins. Press Up to ensure you will hit all three pins and go for it. Stage 6 - +-------+ | 8 | | | | 3 | | 1 | | | | | | | | | | | | | | | | | | | | | P Aim so that you are going to hit the left side of the 1 pin and the right side of the 8 pin. The ball should clip all three pins, otherwise the 1 pin will knock over the 3 pin anyway. You should also throw it at a slow to medium pace, otherwise the ball might bounce off the pins and miss the 8. Stage 7 - +-------+ | 8 | | | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Line up with the pins and throw is as straight as you can, but at a slow to medium pace. Otherwise the ball will bounce off the 2 pin and could just miss the 8 pin, which you clearly don't want. Stage 8 - +-------+ |7 | | 4 | | 2 | | 1 | | | | | | | | | | | | | | | | | | | | | P Position yourself on the far right and rotate left so you are looking at the pins. This will minimise the angle so the ball has more of a chance of clipping all three. Aim it at the 2 pin just so it clips the 1, and either the ball or the 2 and 4 pins will clear the rest for you. Stage 9 - +-------+ | | | 4 5 | | 2 3 | | 1 | | | | | | | | | | | | | | | | | | | | | P Throw it between the 2 and 1 pins at a slow pace. The ball should clip all the pins except the 4, which the 2 will do for you. If you throw it fast it might miss that 4, so go at a slow to medium pace here. Stage 10 - +-------+ | 9 | | 5 | | 2 | | 1 | | | | | | | | | | | | | | | | | | | | | P Zoom in and position yourself so you just on the right side of the 1 pin. The ball will then hit the 1, 5 and 9 and that 1 pin will take out the 2 to the side. Be sure to throw it slow to medium so the ball doesn't fly off. Stage 11 - +-------+ |7 | | | | 2 | | | | | | | | | | | | | | | | | | | | | | | P The easiest way to do this one I felt was to square up in the middle of the two, but more toward the 2 pin. Throw it slowly so the ball hits the side of the 2 and bounces off into the 7. You can approach it from the right side of the 2 so the pin bounces into the 7, but I felt that there is a lot of error in that so I'd advice on the other method. Stage 12 - +-------+ | 9 0| | 5 6 | | 2 3 | | 1 | | | | | | | | | | | | | | | | | | | | | P Zoom and aim between pins 1 and 3. The ball will bounce off to the right and take out the remaining lot, with the 1 knocking out the 2. Don't do it too fast, nice medium pace here. Stage 13 - +-------+ | 9 | | 5 | | 3 | | 1 | | | | | | | | | | | | | | | | | | | | | P Nudge right very slightly (tap once or twice right on the D-Pad) and bowl it very slowly so it just rolls into them to minimise the ball bouncing away. Stage 14 - +-------+ | 9 | | 4 | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Nudge slightly left so that the ball will roll into the right side of the 2 (with the 2 hitting the 4 pin) and the ball bouncing off into the 9. Again, bowl slowly. Stage 15 - +-------+ |7 8 9 | | 4 5 | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Basically a smaller set of pins in a normal game. Set yourself up by placing yourself in front of it, and throw the ball really hard to get them all. If you are having a tough time on this one, nudge slightly to the side and minimise spin. Stage 16 - +-------+ |7 8 | | | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Aim just on the left side of the 2 pin, so that pin takes out the 8 pin behind it and the ball takes out the 7 from the bounce (if you bowl slow!) Stage 17 - +-------+ | 9 0| | | | | | | | | | | | | | | | | | | | | | | | | | | P Bowl dead in the centre of the two pins (zoom in to make sure). Stage 18 - +-------+ |7 0| | | | 2 | | | | | | | | | | | | | | | | | | | | | | | P Not easy; aim to hit the 2 on the left side at some speed, so with some luck the 2 pin will take out the 10 pin and the ball will roll on into the 7 from a bounce. Stage 19 - +-------+ | 0| | 5 | | | | | | | | | | | | | | | | | | | | | | | | | P There is no way the ball can connect with both, so clip the very left side of the 5 pin to send it into the 10 pin. Do it at some speed and make sure your arm is very straight, as any spin will alter the pin's course. Stage 20 - +-------+ | | | | | | | 1 | | | | | | | | | | | | | | | | | | | | | P Just take out the 1 pin with a simple throw like you did on the first Stage. ------------ Power Throws ------------ Medals - Platinum - 700 Gold - 600 Silver - 500 Bronze - 450 Aim - Knock down as many throws as you can. An extra line is added on each set. Get a strike to earn double the points! You start with the standard 10 pin set, then for the next set another line is added to the back, making it 15, 21 and so on. There are buffers each side so pins can bounce off and back again, making strikes easier; if you manage a strike you get double the points! Basically throw the ball as hard as you can, and if you have got a good strike method worked out for the normal game it's probably best to adapt it for this game too. I personally slightly off centre, put the Wiimote to my side, pull back slightly and push vertically up until its above my head to send it quite fast and straight. With the buffers you should at least get strikes on the early sets; however later it's quite tough. There is a secret to get the last 91 pin set. You can see red buttons either side of the sets toward the end of the lane (although you can only see it properly on replays). One the last set the buffers line up with those buttons and you have to throw the ball on to one of the buffer lines and down to the end, triggering the button which knocks over all the pins. It's pretty tough to do as you can imagine. To do it (this is if you are doing this on the right buffer) move all the way across until you can't any more, then tap away once. Press A and rotate right as much as you can. Now throw it at a medium pace (just so your arm gently swings) and with quite a lot of spin, so it will spin on the buffer from right to left, reaching the end with some luck. It's quite hard to pull off and if you seriously want to manage it, then practice it on every set for a few games to get the hang of it. Getting a strike on the 91 will seriously boost your scores and should help net you Golds and Platinums in no time! ------------ Spin Control ------------ Medals - Platinum - 20 Gold - 17 Silver - 12 Bronze - 7 Aim - Avoid the Barriers and knock down the pin by using spin! Here are ASCII diagrams for each stage. Note these are for the right handed versions of each stage only - Stage 1 - +-------+ | | | | | | | 1 | | | | | |
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