Wii Sports

Hello there, and welcome to the Wii Sports Strategy Guide. This guide will provide you with detailed tips and advice for the five major sports as well as the numerous training minigames.

Wii Sports is a sports game for the Nintendo Wii that consists of five major games and numerous related training modes. It is the third best-selling video game of all time, with over 83 million copies sold worldwide. Wii™ and Nintendo® are registered trademarks of Nintendo Co., Ltd. in the United States and/or other countries. All company, product, and service names used throughout this guide are for identification purposes only. Use of these names, logos, and brands does not imply endorsement.

For each game you play, you earn points to show your playing progress. Your skill level is displayed after each session in the form of a graph. The amount of points you gain or lose depends on how well you did. Once you reach 1000 points you will gain PRO status, and you can lose it by dipping back below 1000. You cannot earn points in Tennis, Baseball or Boxing in multiplayer mode, unless you are on the same team in Tennis.

Table of Contents

  1. Tennis
  2. Baseball
  3. Bowling
  4. Golf
  5. Boxing
  6. Training Games

Section 1: Tennis

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 it’s deuce, with advantage taking place when a team scores a point. If the pair gets another point, they get the set; otherwise, it returns to deuce.

How to Play

You hold the Wii remote as if it were a tennis racket, with the front facing toward you.

  • Moving – Done automatically for you, so it is one less thing to worry about.
  • Serving – To toss the ball up, either press A or swing the Wii remote vertically, then swing it downward to serve. You can do a power serve when the ball is at its highest point.
  • 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, whereas 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 it will travel to one side (usually left), and vice versa. Hitting it just right will send it straight forward.
  • Net Player – To control the net/front player, swing the Wii remote just as you would for the player at the back. This is very handy for net shots whenever the ball happens to pass by him.

Terminology

  • Ace – When the serving team serves the ball and the other team cannot hit the ball in time to return it. If the other team does manage to hit the ball, then it is not an ace.
  • Advantage – This is when one team in deuce scores a point.
  • Alleys – The two rectangular boxes on the sides of the courts. In doubles, the alley is counted as in-bounds, unlike singles. Wii Sports only offers doubles tennis, so these areas are always in-bounds.
  • Break – When the non-serving team wins a game.
  • Break Point – When the non-serving team is about to win a game.
  • Court – The area in which the tennis teams play on. When serving, the ball must land in the box that the player is directly behind or the ball is out.
  • Deuce – This is where both teams get 40 points in one game. When a team scores two consecutive points in a deuce situation, they win. If one team has advantage and then loses the point, it goes back to deuce.
  • Drop Shot – This is when a player hits the ball just barely past the net, making the ball land closer to the net.
  • Game – When one team scores 4 points without going into deuce. When you win three games, you win the best of five (and similarly, two games are necessary to win a best of three competition).
  • Game point – This is when the serving team is about to win a game.
  • Lob – This is when a player hits the ball high into the air, making it land further back in the court.
  • Match point – When the serving team is about to win a match.
  • Net – The net is in the middle of the court. Generally, if you hit the net, the other team gets the point. If the ball does go over without bouncing twice on the side of the team who hit the ball, it would not be counted out.
  • Net player – The player on the doubles team that plays closest to the net.
  • Point – The scoring system of tennis. To get a point, you must either return the ball to where the opponents cannot return it, hit it out of the court, or hit the net. The point system progresses like this: 0, 15, 30, 40, game.
  • Racket – The item used to hit the ball.
  • Server – The player who serves the ball to start the point. He/she will play in the back.
  • Set/Match – A set is where (in real tennis) one team gets 6 games. In Wii Tennis it is where one team gets 1,2, or 3 games, depending on the mode. It is also called Match in this game, so there really is no set. When you get Match, you win.
  • Tennis ball – The item hit back and forth between the teams.

Types of Serves

Normal Serve: Hit the ball normally.

Traditional serve: Flick the Wii remote up and serve.

Slow Serve: Wait till the last moment and slowly hit the ball sidearm. Can trick lower leveled CPUs.

Power Serve: Hit the ball (swing above your head) when it’s at its highest point. Generally, opponents will tend to hit it too late, sending it off the court. The higher their Skill Level, the less chance of this. Your back player tends to freeze after this serve for around 2 seconds, so utilize the net player in the case of a quick return. If you are doubting whether or not you are performing power serves, look for a gold trail that typically follow the ball after a Power Serve.

Racket Colors

Blue – 1st player’s tennis racket.
Red – 2nd player’s tennis racket.
Green – 3rd player’s tennis racket.
Gold – 4th player’s tennis racket.

Hints and Tips

  • Performing a power serve (so a gold trail follows the ball) is done when you hit the ball at its highest. I find that it is easiest to do when you hold the A button and then swing the Wii remote.
  • If you are on the receiving end of a fast serve, try to concentrate and hit the ball as early as possible. Otherwise, you will probably hit it off the court.
  • You can easily win against CPU serves by returning the ball quickly and at an angle across the court. Your hand should make a fast, horizontal movement in order to slice the ball.
  • You should use the net player to throw your opponent off guard with a quick return, but make sure not to hit the ball off to the side with a quick hit, which is much easier to do as the net player.
  • The best place to aim is at the opponents’ net player, or in between them. Especially at the early skill levels, the computer does not really use the net player that often, and most balls will simply sail past him! Use this to your advantage.
  • Speed does not matter as much in this game, so just swing the Wii remote gently.
  • Practice direction, slicing and lobbing in the Training games. It really helps.
  • Wait for the longer balls to drop. They may be out and give you free points, and if they do stay in, you can return them after they pass the back line, as long as the ball does not bounce twice.
  • On that note, do not go trigger happy and swing at everything they hit back to you. You might hit a ball that is clearly out.
  • When playing against humans (not CPUs), if you perform a fast, non-power serve, the opponent can do a fast, cross court return that is almost impossible to return. This is due to the fact that your back Mii starts walking toward the center as soon as he serves, but the cross court return lands in the far corner where he began the serve. So, the solution is to swing your Wii remote wildly as soon as you serve, preventing the Mii from being able to walk toward the center very quickly since he is too busy swinging his racket. As soon as the opponent returns the ball, stop swinging so the Mii can see where he needs to go in order to return the ball, and he will usually be able to make it there in time.

Secrets

  • Press and hold the 2 button before selecting characters to play in the blue practice court.
  • Once you become a Pro at tennis (over 1000 skill points), a larger crowd watches you play.

Section 2: Baseball

Wii Baseball is my second favorite game in Wii sports, and it is probably the trickiest to learn, especially for someone who does not know the rules of baseball. Note that Wii Sports baseball does not follow the rules of normal baseball exactly, so big time baseball fans may be disappointed.

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 fielders for long enough or is not caught right away, the batter can run around the pitch markers from Single, Double or Triple. Once the runner reaches home plate again, a point is scored. If a batter hits the ball out into the crowd or stadium a Home Run is scored, and anyone on the bases advances to home plate to score a point. There are a total of three innings in Wii Baseball.

Also, if you hit the ball outside of the V (the white lines extending from home plate) 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 bunt properly in this game, but it takes practice and is quite risky. Simply hold the bat straight out in front of you so the ball bounces downward.

How to Play

Batting – Stand to your side with the Wii remote behind your head, and swing forward when the ball approaches. Different pitches require slightly different approaches to swings. Hitting the ball early will send it to the left, and vice versa (this is reversed for left-handed players).

Pitching – Raise the Wii Remote and throw it forward and down to pitch the ball. Holding A pitches 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 to get back to the center again. The speed of the pitch (how fast you swing your Wii Remote) will impact how fast you throw the ball.

Terminology

  • Ball – Obviously, the ball is the thing you are playing with. More specifically, however, a ball occurs when the pitch is either thrown below the batter’s knees to the left or right of home plate. If the pitcher throws a ball, do not swing, or else it will be counted as a strike (if you miss). If the pitcher throws four balls to a batter, the batter automatically gets to go to 1st base. If there is someone already on 1st base, that person will go to 2nd base and so on.
  • Batter – The person holding the bat at home plate who tries to hit the ball and score runs.
  • Diamond – The baseball field is divided into 4 bases: 1st, 2nd, 3rd, and home. To score a point/run, the player must travel from home plate to 1st base, 2nd base, 3rd base, and back home.
  • Fair territory – The area marked by two white foul lines going out from home plate into the outfield, with two yellow poles at the end.
  • Foul ball – When the batter hits the ball but it does not go into fair territory. This is counted as a strike, unless the batter already has two strikes, in which case it will not count as anything, unless it was a bunt-strike, which for some reason will count as a third strike in Wii Baseball.
  • Foul territory – Anything outside of the fair territory.
  • Home plate – The batter stands next to it when attempting to hit the ball. The plate is shaped like a pentagon.
  • Home run – This is when the ball is hit by the batter and it goes beyond the back wall and into the crowd without going foul. All players on base and the current batter will run the bases and score one point each.
  • Infield – The area inside of the diamond.
  • Inning – The game is divided into three innings in which each team gets a chance to score runs.
  • Mercy Rule – At the end of the first or second inning (after both teams have gone), if one team has five or more runs over their opponent, the mercy rule will kick in and they will automatically win. Also, if the first team to bat in the third inning finishes with a lower score than the other team, the other team automatically wins and the bottom of the third inning is not played.
  • Out of the park – Equivalent to a home run for gameplay purposes, except the ball goes completely out of the stadium.
  • Out- Each teams gets to try to score runs until they get out three times.
  • Outfield – The area outside of the diamond, but inside fair territory (within the foul lines).
  • Pitch – When the pitcher throws the ball.
  • Pitcher – The player who throws the ball and tries not to let the batter hit it.
  • Run – In baseball, a point is also called a run.
  • Single, double, triple – Types of hits where everyone on base progresses one, two, or three bases respectively.
  • Strike – The pitcher can throw a strike to try to get the batter out. A strike is when the batter swings and misses. A strike also happens when a pitch is thrown over home plate and above the batter’s knees (inside the batter’s box), even if the batter does not swing. (The batter’s box extends from the knees to the shoulders and across home plate, although pitches will not fly much higher than shoulder height in the Wii version).

Types of Hits

  • Home run – Performed by quickly swinging upwards at the right time. Obviously, this will cause all players on base and the current batter to run the bases and score one point each.
  • Line drive – A square hit that streaks through the infield to the outfield, either on or barely above the ground. Line drives usually result in a single if not stopped immediately, and getting the ball between the outfielders as well will score you a double, and rarely a triple if it hugs the back wall for long enough.
  • Grounder – Swing from high to low, sending the ball onto the ground. Usually the infield picks it up for an out, but if you are lucky, they will drop it or let it roll past them into the outfield.
  • Bunt – Hold the bat above the plate, pointing slightly downwards. The ballwill bounce off (hopefully) within fair territory. If it barely connects but does not change the ball’s course, and the catcher catches it, it is counted as a strike and not an out. Also, foul bunts are sometimes counted as a third strike for the same reason.

Hints and Tips

  • There is not much to control in this game, so just concentrate on pitching and batting.
  • The easiest way to bat is to swing from low to slightly higher, making the ball travel further upward and increase the rate of Home Runs. It will also connect with every type of pitch except the Splitter.
  • To hit a Splitter, you have to aim from low to high. It is quite tough to get, and if your opponent keeps pitching them to you, do not swing and they will usually be counted as balls rather than strikes.
  • In the easier levels, when you pitch, use the Splitter a lot. In the harder levels, use it unexpectedly. Splitters are especially effective when pitching against Kathrin, Emily, Sarah, and Saburo.
  • Load the bases up and then hit a Home Run for easier points.
  • Quickly flick your wrist to throw fastballs as fast as 96 miles per hour.
  • The earliest opponent usually throws 64 mph fastballs, with an occasional curveball.
  • When your opponent switches batters, do a quick fastball as soon as you can, throwing him or her off balance.
  • If you throw a splitter too fast, it will be an easy fastball. Also, as the game progresses, splitters are more likely to fail and become fastballs, indicated by an exclamation mark above the pitcher’s head. Avoid this situation at all costs; I recommend not using splitters as soon as you notice that your pitcher is sweating.

Secrets

  • While controlling the pitcher, press 2 to switch to pitch underhand, and press 1 to pitch normally.

Beating Sakura

Once your skill level is about 1250 or so, you will face Champ Sakura. She is a left handed pitcher, and left handed pitchers naturally have an advantage against right handed batters. She will throw splitters a lot and she will almost never mess up. Just watch for them; eventually they will become easy to spot. Unlike most other computer opponents, Sakura is not afraid to throw four balls and let you walk to first base, so have a keen eye to spot good pitches and bad ones. After she goes through your batter lineup twice, she will start to get tired and most of her splitters will suddenly become easy slow pitches down the center of the plate. Hit these for easy home runs.

Section 3: Bowling

The rules and strategies of Wii Bowling are very similar to those of traditional ten-pin bowling.

Simple Rules

You throw bowling balls down lanes to knock down as many pins as possible. You get 10 frames, with two attempts on each frame (you get a third attempt 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 and a Spare for knocking them all down in two attempts. 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 Wii remote in front of you and press and hold B, and straight away swing it back and forward, then releasing B.
  • Spin – Twisting the Wii remote 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.

Terminology

  • Arrows – Placed in the lane to help line up shots. Using these effectively will allow a bowler to score well consistently.
  • Double – When a bowler scores two consecutive strikes.
  • Foul Line – If the bowler crosses this line, their throw is considered null.
  • Frame – Each frame consists of two attempts to get all the pins down, though getting them all down in one ends the frame (except for the 10th frame, which can consist of three throws if the pins are all knocked down within the first two throws).
  • Gutters – The two large troughs that border the lanes. These are large enough to snag a ball that has gone off to one side, moving the ball past the pins without the opportunity of a score.
  • Head Pin – The frontmost pin (the 1 pin).
  • Hook – When spin is applied to the ball to make it curve from the outer area of the lane to smash into the head pin and the entire set with great force.
  • Open Frame – When two throws of the ball in a frame fail to knock down all 10 pins. This is disastrous for scoring well in bowling.
  • Pin – 10 of these start out standing on each frame, with the goal being to knock as many down as possible.
  • Sleeper – A pin directly behind another pin.
  • Spare – When a bowler picks up the remaining pins after the first throw in a frame.
  • Split – When at least two pins are left standing and a gap exists between them.
  • Strike – When a bowler knocks down all the pins on the first throw of a frame.
  • Turkey – When a bowler scores three consecutive strikes.

Ball Colors

Blue – 1st player’s bowling ball.
Red – 2nd player’s bowling ball.
Green – 3rd player’s bowling ball.
Gold – 4th player’s bowling ball.
Platinum – Ultimate bowling ball!
Pink – A fashion bowling ball.
Magenta – A fashion bowling ball.

Hints and Tips

  • There is no Left Spinning Glitch (users complained where the balls always spin left on every shot). It is just the way you are playing. To avoid this, hold the Wii remote extremely straight and release it late to minimize spin.
  • When you are facing some sleepers, release the ball late, making the ball slow and avoiding spin. Otherwise, the ball will bounce off the first pin and away to the sides slightly, most likely missing the pin placed behind.
  • In order to consistently score strikes, curve your shot, using the arrows in the lane to stay consistent.

Secrets

  • When you start the game and the screen fades to black, holding different directions on the D-Pad changes the color of the ball:
    • Up – Blue
    • Down – Green
    • Left – Red
    • Right – Gold
  • If you release the ball behind you, it will 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.
  • If you hit the yellow barriers that separate the lanes, you will hear an explosion.

Section 4: Golf

Using a club, get the golf ball across the course and into the hole in as few 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 is best to just leave this option out) and different areas of the course to get across, explained below.

Regions

  • Fairway – This is the standard area of course and is indicated by the normal green. Aim to land each shot here. You will have no restrictions here.
  • Rough – The dark green areas are full of thicker grass that will impact you shots and limit them by 2 dots. Avoid landing on the rough if possible, and if you land here, 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 (they are limited to one dot).
  • 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 does not impact you here; however, topography does, so check that out by pressing 1 on the Wii remote before Putting.
  • Out of Bounds – Hit the ball off the course and you will miss a go and be relocated on the nearest edge of the course. This is shown by the dark areas of map, as well as water. You will miss a go if you land it here, so for example, 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 (except Putting, for which it does not 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 match, or score lower than. 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 Par
  • Bogey – 1 shot over Par
  • Double Bogey – 2 shots over Par
  • Triple Bogey – 3 shots over Par
  • +4 – 4 shots over Par
  • +5 – 5 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 Wii remote like you would a regular golf club – stand to your side with the Wii remote facing outward and hold it with both hands. 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 do not want, so try to hit it as close as you can to the top of the power bar. Different clubs will have different effects on how high the power bar goes.

Practicing and Swinging – Swing the Wii remote back and then forward over your shoulder to make a swing. You can adjust the power by adjusting both the speed at which you swing and how big the swing is. When you are ready, hold A while swinging in order to make the shot.

Putting – Once you have got to the Green, you must putt. First, check the topography of the Green by pressing the 1 button – lighter green shows higher gradients, and vice versa. Press left and right on the D-Pad again to adjust the position of your shot, and practice your shot. Hold the Wii remote in the same manner that you did the Driver and just swing back slightly and push forward. Hold A again when you are ready.

Terminology

  • Albatross – This is what a -3 on a hole is called. This means that you shot three under par for the hole (e.g. on a par 5 hole, you shot 2).
  • Birdie – This is what a -1 on a hole is called. This means that you shot one under par for the hole (e.g. on a par 5 hole, you shot 4).
  • Bogey – This is what a +1 on a hole is called. This means that you shot one over par for the hole (e.g. on a par 5 hole, you shot 6).
  • Bunker – A sand “trap”, of which many are strewn about the course, usually concentrated around the greens to prevent your ball from reaching the green as easily.
  • Club – Item used to hit the golf ball.
  • Double Bogey – This is what a +2 on a hole is called. This means that you shot two over par for the hole (e.g. on a par 5 hole, you shot 7).
  • Duffed Shot – This is when a golfer hits a ball that travels a minimal distance on a badly screwed up swing.
  • Eagle – This is what a -2 on a hole is called. This means that you shot two under par for the hole (e.g. on a par 5 hole, you shot 3).
  • Edge of Green – The cut of grass between the Green and the surrounding grass, which is almost as low cut as the green itself. It is suggested to use the putter from this surface, though any other club can be used as well.
  • Fairway – This is the fairly short grass region between the tee and the green. This is a friendly surface to hit your ball off of, and it allows for maximum control on the ball when hit.
  • Golf ball – Item hit with club.
  • Green – This is what every golfer aims for, because this is where the hole resides. Only a putter may be used on this surface.
  • Hole In One – This is what a -2 score on a par 3 is called (or a -3 on a par 4). This means that you shot the ball from the tee on your first shot to land it in the hole.
  • Hook – When the swing has been made with too much power, the meter will swing back and forth. In general, for a left-handed player, the meter will start by swinging to the right, and vice versa.
  • Out of Bounds – Landing in this area will result in a one stroke penalty being accessed, followed by returning the ball to the point of origin (e.g. if first stroke lands out of bounds, you tee off again, but your next shot is Stroke 3).
  • Overswing – A shot where its power goes over the top of the power gauge (or the designated strength, as in hitting out of bunkers or rough areas) and turns red.
  • Rough – This long grass region is all around the fairway to penalize you for your errant shots. Longer grass means less control of ball, and a lessening of the distance your shot will travel.
  • Slice – Equivalent to a hook, but in the opposite direction (see Hook).
  • Tee – Every hole starts from this location, and it is the only time that the ball is allowed to be elevated using a “tee”, which makes the ball fly farther.
  • Triple Bogey – This is what a +3 on a hole is called. This means that you shot two over par for the hole (e.g. on a par 5 hole, you shot 8).
  • Water Hazard – Any water that is hit into will result in a one stroke penalty being assessed, followed by placing the ball on the last piece of land that was passed over by the ball’s flight (see Out of Bounds).
  • Wind – This can push the ball off course while it is in the air, so be sure to compensate for this force of nature.

Types of Clubs

Driver – The club used for most tee-offs, since it hits it the farthest. The ball travels 235 yards at most without swerving.
Iron – The club used for some tee-offs, and for medium range shots. The ball travels 140 yards at most without swerving.
Wedge – Used for getting out of the rough and bunkers. 15-50 yards at most without swerving, depending on what surface the ball was hit from.
Putter – Used for putting. Hits the ball on the ground for 30 yards (or more, on a straight overshoot).

Hints and Tips

  • Wind is tricky to read. Practice helps here; try the Target game in the Training Mode.
  • Always practice before you hit the ball. Although you may have particular methods for hitting the ball, you should always make sure you are going to hit the ball properly, and with the correct strength.
  • Putting is an acquired skill which takes practice (use the Training Mode ‘Putting’ to help you.) Generally, the hardest thing to get right is the positioning.

Secrets

  • Press and hold the 2 button when selecting the mode to disable the power meter, map and wind gauge!
  • Press 2 while putting to get a ground view!
  • Finish all the courses with an eagle to get a red golf ball or a tennis ball to play with.
  • Get over skill level 2000 to unlock a purple golf ball.

Walkthrough

Hole 1 – 384 Yards, Par 4, Minimum 2

Try to hit the ball as hard as you can into the center 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 does not land into any of these. For you second shot make it onto the green; hit it around three dots or less so the ball will bounce and roll onto the green. When putting, you should realize that the ground is higher on one side of the hole so press 1 to check the topography and aim your shot into the hill is so the ball will roll away from it. It is possible to do this hole in 3 shots quite easily, and in 2 if you manage to chip in from the second shot.

Hole 2 – 136 Yards, Par 3, Minimum 1

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 with about 3 to 3.5 dots of power. If you over power, then you will easily land in the rough behind or under into the bunker. On the green there are slight hills north and south of the hole, and a steep incline to the northeast side. The slight hills around the hole means you should putt this in with little worry, but you should still check the topography and make slight adjustments just to be sure.

Hole 3 – 485 Yards, Par 5, Minimum 2

First of all, there is a shortcut here: an island in rough between tee-off and the hole (you will 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 does not impact your distance (ie. not with or against you). If the wind is severely against you (10mph+) then I would avoid attempting this shot. Remember that the ball will roll across the green so aim at the south side. If you miss, the ball lands out of bounds and you will go straight to Stroke 3. If you manage to get on the island, then hit at around 2 to 3 dots, as the map is quite misleading and your ball will most likely bounce 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 scattered throughout. 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 other side – it is very possible to do this. For the second shot there is a patch of rough breaking up the fairway further up, so aim just short or just ahead according to where you landed the first shot. When you are on the green, there is a hill at the northwest side which slopes downward. If you landed there and are putting downhill, use less power to putt, as the ball will gain speed rolling downhill.

Hole 4 – 139 Yards, Par 3, Minimum 1

You will be able to get onto the Green in one shot, so watch your power. With no wind hindering you, between 3 and 3.5 dots should do the trick. Aim to land as close to the hole as possible; it is on a hill, so if you putt elsewhere on the green, remember that you are fighting an uphill battle. Do not overpower by any means, just a fraction over the required power is all that is needed.

Hole 5 – 361 Yards, Par 5, Minimum 2

You aim straight through a slab of rough from the start – it is 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 will waste a shot getting onto the fairway again. For the second shot, aim to land before the bunker so that the ball bounces over it 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 is not that bad, so just nudge to the side of the hole when putting.

Hole 6 – 335 Yards, Par 4, Minimum 2

For the first shot, aim to land next to the bunker. There will almost always be wind so be sure to adjust your angle so you land near the bunker. This is so you are away from the river and the next shot is easier. If you land in the water you will restart on the edge of the rough by where you began, 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 – 254 Yards, Par 4, Minimum 1

First off, you can hit it straight to the green from here. It is a very tricky shot, so try to hit the ball so that you achieve maximum power without swerving. Hopefully, the ball will hit the Out of Bounds area and roll into the fairway, or end up on the green. The map lies somewhat when it comes to the rough on the right side – only a tree or two stick out, so feel free to aim across this section of the rough if you need to (but look ahead to be sure). From the corner, you can make it onto the green for your second shot. Aim to land on the south (right side from here) side as it is on a relatively flat surface and will make for easier putting. However, there is the risk of getting the ball into the bunkers, so it is up to you as to where exactly on the green you want to land.

Hole 8 – 215 Yards, Par 3, Minimum 1

Even with the wind against you, you can easily get it straight to the Green from here. Aim for 3-3.5 dots of power and ignore the zig-zagging fairway that leads up to it. On the green, the hole is on the edge of a hill on the south side of the green. Remember to adjust to the left or right into the incline here. The green has a right to left slope that runs across it (going from
severe on the right to minimal on the left side), which is further compounded by the crisscrossing back to front slope. In fact, the only flat portion is the small area of green right behind the hole. This is a tough green to putt on, so get as close to the hole as possible in order to bypass the various challenges the terrain presents.

Hole 9 – 455 Yards, Par 5, Minimum 2

With the furthest tee-to-hole distance of any hole in the game, this course will take you across several islands before you 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. With a decent tailwind, a pro player can try to go for the left island off the tee, hammering a full power shot with no slice/hook added on, barely reaching and setting up a rather short shot to the green in two. Otherwise, the most common strategy is to hit the ball to the right island, trying to keep it as close to the front-left area of the fairway as possible, setting up a possible second shot for the green. Next, you can make to the green from here, although if you feel like it’s a risk (depending on wind and position), aim for the right island and across again.

Note that if you land in the rough on the second island, you will not reach the island with the green no matter how hard you swing, so do not attempt it. Remember to land the ball in the middle or closer because the ball will roll quite a distance. The green is a monster, boasting a three tier set-up that resembles a bulls-eye. This means that each ring gets higher up in altitude as the hole is approached, meaning that the raised center will have downslope and possible breaks in any direction, depending on where the ball is. Adjust accordingly while slightly increasing the power over what the map suggests in order to get over all of the slopes.

Section 5: Boxing

Boxing is my favorite of the five Wii sports, as well as the only one that requires a Nunchuk.

Simple Rules

You fight your opponent in the boxing ring in a match that consists of up to three rounds. You have a life gauge which decreases when hit, and you can recover from knockouts up to three times, after which you will be officially knocked out and lose the game.

How to Play

You need to attach the Nunchuk for this game. Hold the Nunchuk in your left hand and the remote in your right.

Punching – Holding the Wii remote and Nunchuk in front of you, jab them forward to punch. Punch straight out to hit the face, and diagonally down to hit the body. Swinging from low to high performs an uppercut, which deals a large amount of damage.

Blocking – Simply hold the gloves in front of you to block attacks. You can point slightly downward to lean forward and guard your body instead of your face, which is the typical area of protection.

Dodging/Moving – By swaying your hands to the sides, you can dodge attacks and slowly rotate around your opponent.

Terminology

  • Block – Simply put, to block is to guard against a punch with your gloves.
  • Dodge – You can move from side to side (dodge) by moving the remote and nunchuck to the side at the same time.
  • Hook – This is a punch that initially curves outwards but comes back to hit your opponent in the side.
  • Jab – A basic punch. It can be to the face or to the body.
  • KO – A knockout. This occurs when you knock your opponent down and they stay down for ten seconds. If this happens, you win.
  • Round – Fights are divided into three rounds, of three in-game minutes each (approximately 60 seconds of real time, each). Between rounds, both fighters take a short break.
  • Uppercut – This is a punch that starts with your hand lowered, but quickly moves upward to hit your opponent in the jaw.

Types of Boxing Gloves

Blue – 1st player’s boxing gloves.
Red – 2nd player’s boxing gloves.
Silver – The champion (Matt)’s boxing gloves. Defeat him and press 1 at the loading screen to wear them. Lose against him and you will lose the boxing gloves.

Hints and Tips

  • You need to have a steady pace; punching very quickly will not register all of your movements, so wait until one punch is finished before performing another.
  • Earlier opponents do not really dodge or block, so just go crazy if you’d like (although you’ll need to cut it out around 500 skill points).
  • 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.
  • If you are timing your punches correctly yet they are not synchronized with your character’s punches, try pulling your fist back slightly before punching. This will make the punches more likely to register correctly.

Secrets

  • After beating Matt, the Grand Champion, you can wear Silver gloves by pressing the 1 button when starting a match.
  • You are able to hypnotize Matt, although doing so is virtually useless. Hold your remote and nunchuck out to your sides, as far away from your body as possible. Then, tilt them slightly backwards. If you get it right, Matt will not throw any punches, although he will snap out of it the moment you abandon this position.

Section 6: Training

Tennis – Returning Balls
Objective – Return the balls within the court. If one is returned outside the court, the game ends.

  • Platinum – 80
  • Gold – 50
  • Silver – 25
  • Bronze – 12

Concentrate on timing it just right each time. Observe the ball when it comes to you and prepare in advance as to whether you’ll be doing a forehand or backhand; additionally, you should lob the ball instead of slicing it. Otherwise, you run the risk of either hitting it into the net or outside of the court. After every 10 balls you’ll move to the net for 5 quick returns; bring the Wii remote closer and just flick your wrist to return. It’s important to remember that when you are at the net, you should only make partial swings at the ball (don’t try to perform a full swing). Timing shouldn’t matter now unless you really hit it to the side, which you shouldn’t. If you concentrate on timing you should do fine here.

Tennis – Timing Your Swing
Objective – Hit the orange wall with each return. Miss once and the game ends.

  • Platinum – 50
  • Gold – 30
  • Silver – 15
  • Bronze – 7

Again, timing is key here. The wall will move left and right, shrinking every few returns. Remember that the sooner you return, the farther left the ball will go. The opposite is also true, and the direction is switched for left-handed players. You can get away with straight shots for the first ten returns, after which you will need to hit the balls at an angle.

Tip: All of the balls go to your forehand.

Tennis – Target Practice
Objective – Hit the target on the wall as many times as you can. Let the ball bounce twice and the game ends.

  • Platinum – 40
  • Gold – 20
  • Silver – 10
  • Bronze – 5

Serve slowly and keep a slow pace with the returns. Also, aim for the center of the target whenever possible. If the ball goes wide, hit it back the other way and regain a straight line of return. The harder you hit the ball, the faster it will go, making it harder to return.

Tips: Use both higher and lower shots so that the wall sections last longer (they break once they take enough hits).

Baseball – Hitting Home Runs
Objective – Hit as many home runs as you can!

  • Platinum – 10 Home Runs & 5660 Ft Total Distance
  • Gold – 10
  • Silver – 8
  • Bronze – 5

The aim of this minigame is to blast the ball into the crowd or out of the stadium. Position doesn’t really count as long as the ball doesn’t fly foul. Swing quickly and slightly upwards in order to gain maximum distance. You need all 10 hits to be Home Runs just to get the Gold medal, and a total distance of at least 5660 feet in total to qualify for Platinum!

Tip: The last two balls will be a little faster than the rest, so be ready.

Baseball – Swing Control
Objective – Hit the balls so they land in the target zones!

  • Platinum – 65
  • Gold – 58
  • Silver – 45
  • Bronze – 33

You have to hit four balls straight, then three to the left, and finally three 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 one point. Positioning is all about timing – hit the ball on time to make it go straight, and early to make it go left (for left-handed batters, this is opposite). This is the game’s scoring system:

  • 0 points for not hitting the ball
  • 1 point for a hit not in the target area
  • 3 points for a hit in the white
  • 6 points for a hit in the light blue
  • 10 points for a hit in the dark blue

Baseball – Batting Practice
Objective – Hit the balls that are thrown to you. If they go foul, they do not count.

  • Platinum – 30
  • Gold – 27
  • Silver – 21
  • Bronze – 17

Simply hit the balls that are thrown to you. As long as none of them are foul balls (those that go outside the V), they count. The pitcher throws different types of balls such as Screwballs and Curveballs (but no splitters), as well as the occasional fastball, so watch out for these. Most balls can be hit by swinging the bat slightly upwards.

Tip: Try to stick with a consistent swing that doesn’t hit the balls to far. I’ve found that a short, quick swing works best.

Bowling – Picking Up Spares
Objective – Knock down the remaining pins in each lane.

Platinum – 20
Gold – 17
Silver – 12
Bronze – 7

This game is all about knocking over the pins in each lane. You’ll need to both move and rotate your Mii 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.

_______________
Key            |
               |
1 = 1 Pin      |
2 = 2 Pin      |
3 = 3 Pin      |
4 = 4 Pin      |
5 = 5 Pin      |
6 = 6 Pin      |
7 = 7 Pin      |
8 = 8 Pin      |
9 = 9 Pin      |
0 = 10 Pin     |
P = Person     |
               |
_______________|



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, adjust yourself so the ball hits all three of the pins.


Stage 4  - +-------+
           |  8    |
           | 4 5   |
           |  2    |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
              P   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.
OR go to the left and aim diagonally.


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 minimize 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    P

The easiest way to do this one I felt was to stand at the left and throw it 
straight down the lane. Throw it slowly so the ball hits the 2 and rolls
into the 7. Another way is to square up between the pins, but more to the
two pin so the two pin bounces into the seven pin. 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 advise 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 minimize 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
minimize 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 center 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.

Bowling – Power Throws
Objective – Knock down as many pins as you can. An extra line of pins is added to the back of each set. Get a strike to earn double the points!

Platinum – 700
Gold – 600
Silver – 500
Bronze – 450

You start with the standard 10 pin set, then for the next set another line is added to the back, making it 15 pins, 21 and so on. There are buffers on each side that the pins can bounce off of, 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 a good strike method worked out for the normal game, it’s probably best to adapt it for use with this minigame too. I personally move slightly off center, put the Wii remote to my side, pull back slightly and push up and outwards until it’s above my head. With the buffers you should at least be able to get strikes on most of the earlier sets, although it gets tougher later on.

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 them properly on replays). On the last set, the buffers line up with those buttons, and you can roll the ball down one of the buffer lines to the end, triggering the button which knocks over all the pins. It’s pretty tough to do, but getting a strike on the 91-pin set will seriously boost your scores into the Gold/Platinum range, depending on how well you played the earlier sets.

Bowling – Spin Control
Objective – Avoid the barriers and knock down the pins.

Platinum – 20
Gold – 17
Silver – 12
Bronze – 7

This minigame is extremely straightforward, so without further ado, here are diagrams for each stage. Note these are only for the right-handed versions of each stage.

_______________
Key            |
               |
1 = 1 Pin      |
2 = 2 Pin      |
3 = 3 Pin      |
4 = 4 Pin      |
5 = 5 Pin      |
6 = 6 Pin      |
7 = 7 Pin      |
8 = 8 Pin      |
9 = 9 Pin      |
0 = 10 Pin     |
P = Person     |
- = Barrier    |
               |
_______________|



Stage 1  - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |  ---  |
           |       |
           |       |
           |       |
            P  P  P

Stand either side of the barrier and spin toward the pin. You don't need a
lot of spin so just tilt it at around 45 degrees OR try to get it over the
barrier. (Not Reccomended)


Stage 2  - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |----   |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
                  P

Position yourself on the far right side and spin it left at around the same
as you did for the last stage (at a 45 degree angle).


Stage 3  - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |       |
           |       |
               P

Stand exactly where you are and when throwing, keep your arm dead straight
and release the ball late so it bounces slightly. This ensures the ball
doesn't curl as much and thus should hit the pin with ease.


Stage 4  - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |   ----|
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
            P

The exact same as Stage 2 but you want to spin it to the right this time. As
most players are right handed, this should be new to you! Stand on the far
left and tilt the remote at a 45 degree angle as you throw and it will hit
the pin.


Stage 5  - +-------+
           |7      |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |       |
           |       |
               PPPP

You can approach this pin in two ways. You can stand where you are and spin
it left, and the spin will (the vast majority of the time) kick in after
the barrier and knock down the pin. Otherwise, position yourself a tad right
and press A to spin around and face the pin dead on. Ensure that the barriers
to the side are clear and bowl it straight into the pin. As long as you don't
clip the barriers on the way down, the second option is very possible.


Stage 6  - +-------+
           |7      |
           |       |
           |       |
           |       |
           |  -----|
           |       |
           |       |
           |       |
           |  -----|
           |       |
           |       |
           |       |
           |       |
           |       |
            PP

Position yourself on the far left (although away from the gutter) and throw
it very straight to get this pin. Keep your arm straight and release it late
so it bounces slightly to get a nice straight throw.


Stage 7  - +-------+
           |       |
           |     6 |
           |       |
           |       |
           |---    |
           |       |
           |       |
           |       |
           |       |
           |    ---|
           |       |
           |       |
           |       |
           |       |
            P 

Your first tricky ball. Position yourself on the left side, and press A and
rotate yourself right so you have a straight line past the first barrier and
on the right of the second so when you throw it, spin it left so it'll get
past the barriers and the spin will kick in and take out that pin.


Stage 8  - +-------+
           |       |
           |   5   |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
               P

Similar to some other stages, you need to get a clean straight throw. The
only difference here is that the barriers are further down so throw faster
so that any spin you might have put on accidentally kicks on once the ball
has reached the far end. Face the Wii remote ahead of you and release late.


Stage 9  - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |-----  |
           |       |
           |       |
           |       |
                  P

Get yourself on the far right and add a lot of spin to this ball, throwing at
a medium pace (so your arm gently swings down). You cannot rotate so you need
to rely on spinning left here.


Stage 10 - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |-------|
           |       |
           |       |
              PPP

Just throw it dead straight and release it late so it takes the ball over the
barrier and rolls on to the pin.


Stage 11 - +-------+
           |      0|
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |   ----|
           |       |
           |       |
           |       |
           |       |
           |       |
Rotating  PP  Pure spin

You can stand close to the barrier and spin it right, or stand on the far
left side and rotate to face the pin more and add less spin. If you are
purely spinning then make the ball slightly slower so it spins correctly,
and a little faster if you are rotating and need less spin on the ball.


Stage 12 - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |  ---  |
           |       |
           |       |
           |  ---  |
           |       |
           |       |
           |  ---  |
           |       |
            P     P

Quite a hard one. Position yourself on one of the extreme sides and throw
it fast so it spins at the end.


Stage 13 - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           | ---   |
           |       |
           |       |
           |       |
           |       |
           |     --|
           |       |
           |       |
            PP    P

Due to the small barrier on the right, there is actually more room to the
left side of the further barrier, so aim as close as that and spin or to the
extreme left, rotate right slightly and spin it right into that pin. OR:
If you’re having a tough time on this one, release it late, getting it over
the first barrier, hopefully taking down the pin.


Stage 14 - +-------+
           |      0|
           |       |
           |       |
           |       |
           |       |
           |----   |
           |       |
           |       |
           |       |
           |       |
           |--  ---|
           |       |
           |       |
           |       |
             P    P

Position yourself on the left side (but not totally extreme) and rotate
right, zooming in so you are aiming straight down the centre between the two
first barriers. Now spin it left with some pace to get it to that 10 pin, or
get it over the first barrier. (Not Recommended)


Stage 15 - +-------+
           |       |
           |   5   |
           |       |
           |       |
           |       |
           |-----  |
           |       |
           |       |
           |       |
           |       |
           |-----  |
           |       |
           |       |
           |       |
                  P

Go to the extreme right and rotate a few notches left, and throw a fast
spinning left ball to get this pin.



Stage 16 - +-------+
           |       |
           |       |
           |       |
           |   1   |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |  ---  |
           |       |
           |       |
           |       |
           P   P   P

Option 1: Stand to one of the extreme sides, zoom and rotate so the ball can
slip through the end barrier and spin it toward the pin with a fast ball.
Option 2: Stand in the middle, and throw it very late, getting it over the
barrier.


Stage 17 - +-------+
           |7      |
           |       |
           |       |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |--   --|
           |       |
           |       |
           |       |
           |       |
                P

Stand on the right side of the gap of the barriers and send out a fast ball
with plenty of left spin, which should kick in once it's down the latter end.


Stage 18 - +-------+
           |7      |
           |       |
           |       |
           |       |
           |       |
           |    ---|
           |       |
           |       |
           |       |
           |       |
           |---    |
           |       |
           |       |
           |       |
            P     P

Get on the far right, rotate around so you are looking between the barriers
and send a medium paced ball with right spin. Watch out you don't clip that
second barrier, so you might want to aim a little more left and add more spin
to ensure that doesn't happen, OR just get it over the first barrier.


Stage 19 - +-------+
           |7      |
           |       |
           |       |
           |       |
           |       |
           |       |
           |-      |
           |       |
           |       |
           |       |
           |  -----|
           |       |
           |       |
           |       |
            P PP

Go extreme left and rotate right so it just passes the first barrier and
then the second, applying plenty of left spin to get the pin, or launch it 
over the first barrier.


Stage 20 - +-------+
           |7 8 9 0|
           | 4 5 6 |
           |  2 3  |
           |   1   |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           |       |
           PPPPPPPPP

Simply get a strike. It's advised you play the normal bowling game first so
you have a method of doing this before hand. Never hit the set straight on;
you'll need to get it slightly on the side. I nudge twice right, and then
keep my arm straight and flick back and quickly upward.

Tip: Slowly throwing the ball into the air will make it go fairly straight. Make sure to take the time to line up your Mii, because several of the lanes can be cleared by just lining yourself up and throwing the ball fairly straight.

Golf – Putting
Objective – Putt the ball into the hole with a single shot.

Platinum – 10 with no lives lost
Gold – 10
Silver – 7
Bronze – 5

You have five lives to get through the ten holes, which must all be done in a single shot. Checking the topography is essential in each game, so have the 1 button on standby! Remember that light is high and dark is low, and practice judging how far wide of the hole you must aim according to the gradient you are banking against. As for power, most are right on as far as the map distances are concerned; just be sure to go a bit higher if you are putting uphill. If you are having trouble putting right, aim the Wii remote as far down as you can and push it toward the TV instead of swinging, which I find gets cleaner results. Here is a more detailed walkthrough in case you are interested:

------
Hole 1
------

Hit it at one dot. Note that there is no need to adjust whatsoever, so if you miss
start over.
                       _
+-----------------+   | |
|     | AIM |     |   | |
|     | {0} |     |   |_|
|_____|__|__|_____|   |_|

------
Hole 2
------

This one looks pretty hard, but it’s actually easy, for there is no need to adjust 
your shot. If you hit it at two dots, it’s an easy in.
                       _
+-----------------+   | |
|     | AIM |     |   |_|
|     | {0} |     |   | |
|_____|__|__|_____|   |_|

------
Hole 3
------

This one is up a hill, so aim to the left and hit it at one dot. You may have 
noticed that the green is layered with squares, and that the hole is in the middle 
of one, so aim at the left edge of the square it is in.
                       _
+-----------------+   | |
|     |AIM  |     |   | |
|     |0{_} |     |   |-|
|_____||____|_ ___|   |_|

------
Hole 4
------

Aim at the right edge of the square the hole is in and hit it at one and a half 
dots.
                       _
+-----------------+   | |
|     | AIM |     |   | |
|     | {_}0|     |   |-|
|_____|___/_|_____|   |_|

------
Hole 5
------

Aim for the left edge of the square that the hole is in, and hit it at two dots.
                       _
+-----------------+   | |
|     |AIM  |     |   |_|
|     0 {_} |     |   | |
|_____|\____|_____|   |_|

------
Hole 6
------

Aim halfway between the hole and the square’s right edge and hit it at two dots.
                       _
+-----------------+   | |
|     |  AIM|     |   |_|
|     | {_}0|     |   | |
|_____|____||_____|   |_|

------
Hole 7
------

Tap the right button and hit it at two and a half dots.
                       _
+-----------------+   | |
|     |  AIM|     |   |-|
|     | {_0 |     |   | |
|_____|___|_|_____|   |_|

------
Hole 8
------

Aim for the left of the square and hit it at three and a half dots.
                       _
+-----------------+   |-|
|     |AIM  |     |   | |
|     |0{_} |     |   | |
|_____||____|_ ___|   |_|

------
Hole 9
------

Aim one square to the left of the hole and hit it at three dots.
                       _
+-----------------+   |_|
| AIM |  _  |     |   | |
|  0  | {_} |     |   | |
|___\_|_____|_____|   |_|

-------
Hole 10
-------

Aim for the right edge of the square right of the hole and hit it at three and 
a half dots.
                                   _
+-----------------------------+   |-|
|     |     |  _  | AIM |     |   | |
|     |     | {_} |     0     |   | |
|_____|_____|_____|____/|_____|   |_|

A few training games have yet to be added to this guide. Stay tuned for further updates!