![]() ![]() Perhaps Mario Golf or Tiger Woods will integrate such a concept in future Wii iterations. Sinking a putt from a distance of 10 yards or more can usually be chalked up to luck, not skill.Īs I noted earlier, the swinging feels natural and works well, though I wonder if it would have been better to have a more fluid swinging motion that included pulling back and swinging forward without any stops. An optimal viewpoint is not provided for the putting segments of the game, and moving the camera around can be a bit of an adventure. Reading the green requires you to take a couple of things into consideration, including distance and slope, and then deciding how much power you may need to make the shot. Long putts are rough, but that's to be expected. Each of the arcade-style golf sims has his/her own sets of quirks when it comes to putting, and Super Swing is no different. I have seen a number of complaints about the putting in Super Swing Golf, and though it seems a bit wonky at first, it really did not seem terribly different than the putting in Hot Shots Golf. ![]() This may have something to do with the difference in each character's respective accuracy, but it was a bizarre situation, regardless. When I first switched from Scout to Uncle Bob, I had trouble hitting anything correctly, and it took me some time to relearn my swing. One other odd thing that I noticed was that the swing style seemed a bit different depending on your in-game golfer. The swing scheme is a little quirky, but you will get better with time. It worked, but it was only after a dozen or so hours of play that I was able to hit "Pangya!" shots on a regular basis. I have never actually gone golfing in real life, so I had my father help me improve my digital approach. The training level kept telling me to hit the ball straight, but it was not giving me any useful tips with which to correct my swing. While I wholly recommend doing the training lessons, I had to figure out the swing on my own. Wii pangya golf how to#Learning how to make a perfect swing can be a tricky endeavor. Any other swing could send the ball in all sorts of directions. A perfect swing will get you a "Pangya!" bonus, and the ball will go exactly where you want it to. Be sure to follow through – Super Swing notes the straightness of your wrists and the quality of your follow-through, making adjustments based on how you perform. Executing a swing is as simple as getting into position, pulling back your arms back to set the power, holding down the A button, and then swinging through the nonexistent ball. Super Swing Golf builds upon the basic swing scheme established in Wii Sports, but it delivers a system that feels entirely natural and surprisingly realistic. But the swing controls are here, and they are rather effective, so Super Swing Golf gets a pass for its derivative nature, but other issues keep it from scoring significantly under par (that's a golf term, kids). Take away the (well-executed) swing controls, and Super Swing Golf is little more than an uninspired clone of Hot Shots Golf (much like 2002's Swingerz Golf for GameCube). Thankfully, the wait has not been long, as Super Swing Golf hit stores less than four weeks after the launch of the Wii console. Though the "Monkey Golf" mini-game in Super Monkey Ball: Banana Blitz was among the better of the pack, it still failed to deliver an expansive or particularly worthwhile experience.īut those were just mini-games – examples of what could be, should someone opt to fully develop a golf simulation with the Wiimote. The golf mini-game in Wii Sports showcased the potential for a realistic swinging motion, but the limited gameplay was further impacted by an inability for gamers to determine accurate drive distances. Nintendo's Wiimote was designed for a good game of golf, and the sport was represented in two distinct launch titles – though not in a very convincing fashion. ![]()
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