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Messages - Pale

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1176
Podcast Discussion / Re: Radio Free Nintendo: Episode 138
« on: March 23, 2009, 01:01:46 PM »
Also, Super Mario Kart is the best Mario Kart by FAR.

You are all crazy for thinking otherwise.

1177
Threw up a headline on the main page. Sorry I didn't get it up sooner but maybe we'll get a few more people.

1178
Podcast Discussion / Re: Radio Free Nintendo: Episode 138
« on: March 23, 2009, 12:46:15 PM »
Just thought I'd comment on the Mario Power Tennis charging aspect.

Listening to you guys made me realize I should have talked about this more in my review.


Greg is partially correct. It auto charges if you stop moving. It doesn't do it whenever yous top moving though. It only does it if you are in the path of an oncoming ball.

This was a little weird at first, but I think the reason why it didn't make it into the review is because I got used to it.  Personally, i think the auto charging is a good way to give the player feedback for if they are in the path of the ball.

There's one interesting part regarding forehands and backhands and this too.  Your player will start auto charging whatever shot it thinks make sense.  Obviously if its charging a back hand and you perform a back hand it will hit a nice hard shot...

However, if it is charging a backhand and you swing a forehand, your character will immediately jump to the other side and do a forehand... the result is still a return, but instead of a nice charged one, it's usually some sore of loop shot that will get spiked back in your face.

So yeah, forehand backhand selection is a level of depth that wasn't in the Cube game.

1179
General Gaming / Re: bible games
« on: March 22, 2009, 11:50:04 PM »
No religion allowed on these forums even if its a game.

1180
TalkBack / Re: REVIEWS: New Play Control! Pikmin
« on: March 19, 2009, 04:57:04 PM »
I honestly can't believe people still hope that Nintendo will add online to old games.  It won't happen Vega. Don't get your hopes up.

1181
General Gaming / Re: Do rental games make revenue for the developers?
« on: March 19, 2009, 03:48:18 PM »
I wonder what it would take to get the publishers on board with the idea though. Would you just get a flat "No" or could something be worked out...

Hrmm...

1182
Nintendo Gaming / Re: Dead Space Extraction
« on: March 18, 2009, 05:20:47 PM »
Don't hate me for kicking the dead horse again, but what Adrock just said points to why this was such a SILLY genre move decision.

1183
I'm in.

1184
General Gaming / Re: Behold... your local Monopoly god!!!
« on: March 18, 2009, 10:39:38 AM »
Is this computer situation the reason for your absence from the forums UB? I thought you started hating us or something =P

1185
General Gaming / Re: Do rental games make revenue for the developers?
« on: March 18, 2009, 10:38:02 AM »
On the same line of thought, I often wonder what would happen if you opened up a shop of some sort and made video game systems with full games available to the customers.

I have a feeling the publishers wouldn't like this. I wonder if you could pay the same inflated price the rental place pays for games and then they would be ok with it.

1186
Nintendo Gaming / Re: Golden Sun fansites
« on: March 18, 2009, 10:19:01 AM »
I don't think we will ever see another Golden Sun game. :(

1187
Not hilarious, but I went to see my brother-in-law's band last night. Put a couple videos on YouTube...

http://www.youtube.com/watch?v=OROXhVylmsM

http://www.youtube.com/watch?v=sOqEO0FiUDY

1188
Podcast Discussion / Re: Radio Free Nintendo: Episode 136
« on: March 17, 2009, 03:05:08 PM »
Just finished listening to the episode and wanted to chime in with this...



I still have it!

1189
Nintendo Gaming / Re: Dead Space Extraction
« on: March 17, 2009, 10:46:15 AM »
Oh, my mistake. The way you worded it confused me.

1190
Nintendo Gaming / Re: Dead Space Extraction
« on: March 17, 2009, 09:46:38 AM »
You noticed that you twist the remote to change the orientation from the screens? That could easily be a button press too just like the original.

1191
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 14, 2009, 01:21:38 PM »
Well it took several hours to get me to stop expecting the same level of precision I had in the n64 game.

Maybe I didn't articulate this well enough in the review, but the reason I was so taken by the game is that I did not feel the game wasn't functioning as it should.  I instead felt that I wasn't doing the motion's perfect every time.

There have been plenty of Wii games where I honestly think that the motion control is garbage and impossible. Banana Blitz comes to mind.

I think the difference is that in Power Tennis, when my character does the wrong thing, I can actually contemplate some ideas for how I could perform the swing better next time. In games where the controls suck, I would be at a loss.

As an example, there are moments in the game where I do not give the ball any top spin when I try.  I realized that part of the reason for this is that instead of consantly bringing the swing up, i often do a horizontal swing with an up loop at the end...

It's the fact that I had thought processes like this that amazed me about the game.

1192
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 14, 2009, 11:40:25 AM »
And finally (sorry for the triple post) I don't suggest forming an opinion on this game after only a couple hours of gameplay. As I said in my review, I was not happy in the beginning, but the game really grew on me and I love it now.

1193
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 14, 2009, 11:39:33 AM »
Oh, and as for the supposed different swings in Wii Sports Tennis... is it terrible to say that I don't believe what they told us?

Let's just say if you can do all those different things, the ball flight isn't differentiated enough to make it worth while at all.

In Mario Power Tennis you can tell the difference, and not only because of the colored trails to label them. Top spin shots obviously bounce lower and faster. Back spin shots obviously float as they fly and bounce higher and shorter.

1194
That's definitely true. I think I did say "slight variation" in my write-up. ;)

1195
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 14, 2009, 11:36:17 AM »
My point is that expecting a human controlled motion to work as precisely as a button is unrealistic due to the unrepeatability of a human motion.

For example, golf is a freaking hard sport! Why is it so hard? because it's next to impossible to repeat the exact same golf swing every time.

I think it's unrealistic to expect developers to somehow magically remove human error from the formula.


In Mario Power Tennis, the only "mistake" you have to be careful of is winding up your swing too rapidly because that often registers as a swing itself.

1196
Ok now we are ok and everyone can go back to flaming me for liking classic NES games too much. =P

1197
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 13, 2009, 06:44:12 PM »
How on earth do you think Wii Sports Tennis use motions more effectively? It only has two different swings... forehand and backhand.

I'm confused by your comment in general.

The reason the mini games suck is that they require precision that is impossible to repeat _RELIABLY_ with the Wii Remote.  It's the human factor that makes it imprecise.. not the controller. If you hooked the remote up to a robot arm that did the exact same motion every time, you could then say the controls are completely precise I'm sure.

1198
Wait.. wait, I swear I said everyone for the write up? Did i get overridden or something?

Jonny, it has CO-OP! =P that's why it's better than gradius. :)

1199
TalkBack / Re: REVIEWS: New Play Control! Mario Power Tennis
« on: March 12, 2009, 11:03:53 PM »
They work differently than traditional controls.

You don't really have to work to understand them, they are simple to understand. But I did seem to get better over time.  I think that's a combination of understanding the rhythm and just getting a feel for how to set up each gesture properly.

1200
TalkBack / REVIEWS: New Play Control! Mario Power Tennis
« on: March 12, 2009, 10:12:20 PM »
Are tacked-on motion controls an invitation for disaster?
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=17962

 You know how when you first try bleu cheese it's way too potent and abrasive, but then when you eat some more of it you realize it's the greatest cheese of them all?  Hmm...no? Maybe it's just me.  Regardless, that has been my experience with the New Play Control release of Mario Power Tennis. We already have a couple of reviews detailing the original Mario Power Tennis on the site, so this review will focus on what the Wii Controls bring to the table.    


If you get the itch to try out tennis as a sport, after buying a racket and putting on some nice white shorts, it doesn't take long to grasp the different possible shots. Top-spin, back-spin, lob, drop shot, overhead smash...they all make perfect sense. Understanding how to execute them is a different beast, though.  You can try again and again, and maybe one out of twenty drop shot/back-spin attempts will land so perfectly that it immediately bounces right back into the net, making it impossible for your opponent to return it.  Even though it's far from repeatable, that one moment makes you feel like an all-star.  The Wii controls bring this level of realism to Mario Power Tennis. While at first this was extremely frustrating for me, I grew to love it.    


The first two releases of Mario Tennis featured a pretty significant learning curve. Michael Cole compared it to a fighting game in his review of the GameCube version, and I think that comparison works extremely well.  It is very easy to tell the rookies from the experts in the Nintendo 64 and GameCube releases, and this often leaves rookies frustrated and walking away.  A skilled player can run his opponent all over the court with a mix of perfectly timed lobs and drop shots that alternate between left and right court.  While these early games are great in multiplayer if the skill levels are similar, it isn't the greatest party game if there is a gap.    


As the New Play Control moniker suggests, the controls of the Wii release of Power Tennis are significantly different.  You control your character with the joystick on the Nunchuk.  Yes, you can move yourself.  That alone gives this game a significant leg up on Wii Sports Tennis.  For those looking for a less complex experience, if you unplug the Nunchuk the character's movement goes on autopilot.  While in this mode the D-pad can be used to move your character, which is most useful for bringing your player to the net.  The autopilot is a bit too good though, as it can often result in seemingly infinite volleys.    


Advanced techniques, such as power shots and lunges are still controlled with buttons, but these abilities can be automated based on the control mode selected. There are four options: easy, normal, technical, and manual.  I found myself preferring normal, which makes my character automatically lunge and decide which type of power shot to use, but leaves the actual performing of a power shot up to me.    


  Obviously, the racquet controls took on the biggest overhaul.  All standard swings are done with a swinging motion of the remote.  The force of your swing determines the speed at which the ball is returned.  The manner in which it is swung determines to the type of shot, and there are quite a few. They are as follows:    


     
  • A horizontal swing does a standard shot.
  •  
  • A horizontal swing going from low to high gives the ball top-spin.
  •  
  • A horizontal swing going from high to low gives the ball back-spin.
  •  
  • A vertical swing from high to low does either a smash or a drop shot, depending on the height of the ball.
  •  
  • A vertical swing from low to high does a lob shot.
  •  
  • Hitting the ball late or early in a swing sends it toward or away from the court's center, respectively
  •  
   


When Wii games try to differentiate among this many different gestures at the same time, the effect is rarely perfect. The first few times I tried to lob the ball over an opponent's head I instead performed a soft back-spin shot, giving him a nice piece of cake to slam back down my throat. I was ready to write the entire experience off as frustrating garbage.  However, a few hours of gameplay later I began to notice something incredibly intriguing.  I found my ability to hit consistent lob shots improving slightly.  Was I actually getting better at my virtual tennis swing through practice?  This is some amazing stuff.    


Don't get me wrong. The imprecision of the controls will most likely keep all players from ever reaching the level of shot selection fluency possible in the original GameCube game.  This isn't a bad thing, though.  Being able to take on a strategy knowing that your opponent cannot always execute the perfect shot really adds the realism, and not always being able to hit the perfect shot makes the moments where you do all the more exciting.    


Sadly, while I appreciate the realistic imprecision during a normal tennis match, it makes most of the mini-games worthless and frustrating.  Given that these were originally designed with extremely precise traditional controls in mind, and those controls are not present in this re-release, they devolve into unpredictable and frustrating chores.  For example, the wall-painting game tasks the player with hitting paint balls of varying colors into the proper regions to color the picture.  After many attempts I came to the realization that all I was doing was randomly returning the shots and waiting until I got lucky enough to hit all of the proper spots.  While this can be good for general practice, going for the fastest time is all but worthless.  It might as well have been a dice rolling mini game.    


Thankfully, this disparity in difficulty isn't as apparent in the computer-controlled A.I. during regular tennis matches.  While the most difficult tournaments feature opponents that consistently pull off perfect shots, they don't require a similar level of perfection to be defeated.  The difficulty also ramps up very evenly, allowing you to get better at the shots right along with your opponents.    


There are a few other notable changes in the Wii version.  Firstly, all menus are navigated using the pointer. While it would be a glaring omission if they failed to implement this, it's still nice to have it.  The sound effects have also been modified to make use of the Wii Remote speaker: it's nice to hear Yoshi's patented grunt come through the remote as I hit the ball.  The effect is really cool when playing four-player, as you can hear which of your friends is swinging their racket.  The graphics don't feature any major changes, but the original was a great-looking game, and this version looks great on old and new televisions alike.    


The original Mario Power Tennis was a great game on the 'Cube. This remake maintains the same charm and is definitely worth owning for someone who missed it the first time around. With its additional shot possibilities (and the ability to control your movement), Wii Sports Tennis looks downright primitive by comparison. If you still get a lot of play out of that game, you should consider moving up to Power Tennis.  Similarly, if you are unhappy with the lack of depth in Wii Sports Tennis but like its premise, Power Tennis is right for you.

Pros:
       

  • Motion controls make tennis matches more realistic and fun
  •  
  • It's like Wii Sports Tennis, but with more shot options and you can move
  •  
  • Multiplayer games are an absolute pleasure


  •        Cons:
           
  • Imprecise controls make mini-games extremely frustrating


  •                Graphics:  8.0
           While it is just a port of a GameCube game, the original was beautiful. It also looks very nice on an HD television.

                   Sound:  8.0
           The music is catchy and pleasant. There are a ton of great sound effects, many of which come through the Wii remote speaker for a very cool effect.

                   Control:  8.5
           While the imprecision of the motions may not work for the mini-games, it makes for a more realistically error-prone and fun experience in the standard tennis matches. While this can be off-putting at first, getting better at the different tennis shots can be extremely rewarding.

                          Gameplay:  9.0
           While the extremely frustrating mini-games stink, the primary tennis experience is so good that it overcomes them. I don't plan on ever playing Wii Sports Tennis again.

     


           Lastability:  9.0
           Good multiplayer sports games always make good party games at home in most gamers' collections. The imprecise controls will prevent most players from ever mastering the game, but the challenge of learning them over time only increases the longevity of the game.

     


           Final:  8.5
           There is a lot to like about New Play Control: Mario Power Tennis. It takes an already great game and adds active and fun motion controls consistent with the Wii's philosophy. Any game that can take something as fun as Wii Sports Tennis and make it all but obsolete is worth owning. If only those mini-games weren't so frustrating...      


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