Mario and sonic at the olympic games 2008 wii records




















No Mii has the capacity to get that good. I use a boxing punch style. Just a straight move forward and back. You might need to change the angle of the remote to get this to work, but once you get the technique you will find it way easier to get full speed.

For the actual throw wait for the 1 to show on the screen and try to press B just slightly to the right of a complete straight one. Important fact! You need to press A right after you make the throw.

This is the key to get a really good throw i. You need to get the speed lock at maximum speed, and then you need to create a maxed GREAT as close to the line as possible. The second part is the hard one. If you look at the counter that gives you info of how far you have left you should try and make the throw once the counter goes below 9 meters.

To get a m throw you need to get quite close to the line. The only time that Seems to count is the first part which decides how large your marker should be. To get a 0. Just hide the marker. Either with your hand in front of the remote sensor or by aiming outside the TV screen. You should get a GOOD quite easy with this technique and a much better time in the end. Try to press start so the "dot" is just outside the middle of the target. And if you press to late it will move a small bit, but that means that you will loose some time.

The time clocks 0. So with for an example 6 perfect ones an two good you will end up with a 0. The first bit of the race it is just B to press 9 times.

To get a fast time you need almost all red notes, but most important is to hit the right button ASAP. You can actually get all red notes and still only get a 6. A good Mii also works great. The wind has a lot of effect on the arrow, making it harder to get a fast time. But there is a few things to learn about this.

Finally to get below 10 seconds you actually need luck with the wind. Most pt rounds has a windy part with winds above 7 meters, but in some cases you can get a round with 4 meter winds at the most. It might take some time to get that lucky round, but once you get one try to get a pts; m.

And shake it up and down in a longer move. Also a perfect start is needed as usual. Wait until the fourth time the B icon is pressed on the screen, charge and once the bar is full shake the remote down. The key to get really good in this event is the timing of the breathing.

Try to learn when to press B by looking for the B icon. Once you get the feeling for it you should be capable of getting red notes without the B icon showing at the screen at all. How to get a great one: Make shadow the first swimmer and do the same technique as in the m freestyle.

For the other three characters you need to do the breathing as late as possible. You need to wait until almost all stamina is lost before you press the B button. To get below 2. How to get a great one: Well this event is not a real challange.

To jump you swing the remote upwards, and try to aim for the dark blue part on the meter. Once you get over the bar flip the remote upwards to raise the legs of the character.

Also look before the try, and you may see notes green or red. You start to get these after you made two succesful tries, and you can get up to four red notes. To get a 2. I usually play Shadow. How to get a great one: This event is just slightly harder than the High Jump. Emblems Complete the indicated task to unlock the corresponding emblem. Ace Pilot: Down at least 5 people individually in Dream Gliding.

Amy: Get first place in all events with Amy. Armstrong: Get at least 20 points individually in Dream Snowball Fight. Audience: Find each of the hidden special guests. Big End: Score at least 3 points in a single end in Curling.

Blaze: Get first place in all events with Blaze. Bowser Jr. Bowser: Get first place in all events with Bowser. When "Go" appears on screen, the player must release and swing down the Wii remote to start the race. Doing so with perfect timing will grant the player a starting boost, while doing so too early will result in a foul and the event being restarted.

Once the player's character starts running, they should build up speed by shaking either the Nunchuk and Wii remote up and down if they are using both, or just the Wii remote if they are using the single control scheme. Doing so faster will make the character run faster. Eggman competing in the event in the opening. You can set your own starting height, but this is increased with each successful jump. When you fail to clear the crossbar three times in succession, the last height you successfully cleared will be recorded as your score.

Run down the runway and plant your pole in a box set in the ground to help you vault over the crossbar without knocking it off its supports. As with the High Jump, your score will be determined after three successive failures.

Take the hammer in hand, spin on the spot to build up momentum, and release the hammer in the direction of the landing area before the countdown runs out. The further away it lands, the better your score. The best of three attempts is recorded. Sprint down the runway to build momentum and throw the javelin as far as you can into the landing area. Time your throw carefully to avoid crossing the foul line, or the attempt will not count. Use your defense skills to prevent your opponent from doing the same.

The first player to gain 15 points wins the round. Use the trampoline to propel yourself high into the air and perform complex spins and somersaults. Your performance is judged on how precisely you execute your moves. As you land, be sure to prepare yourself for the next set of moves with a good high jump. Run up to the springboard and vault across the horse, performing spins and somersaults in the air.

A maximum of 10 points will be awarded, depending on your mid-air performance and the skill of your landing. Constant skill, as well as raw power, is required to make the continual adjustments necessary to keep your skiff moving in a straight line. Work your way along the course and cross the finishing line before your opponents to win. You only have enough ammunition for one shot per target, so aim carefully.

The player with the most total hits wins. The first player to reach 11 points wins the round. Each player takes turns serving twice. Get on your marks for this intense power-up filled race course, made for either one player, or as many as four. More like skydiving, soar through hoops and perform aerial tricks while avoiding obstacles and opponents to reach the finish line first. With unique special attacks for each character, this jungle-inspired world offers the ultimate duel.

A sci-fi wonderland, this magical table tennis extravaganza offers a special ability for each character. Sterling McGarvey, Gamespy. However, given the sparse quality of that field, that might not hold much weight.

It's a title that seems squarely aimed at the Wii Sports crowd, though some of the mini-games don't feel as well-implemented as in Nintendo's effort.

Nevertheless, when the games work, it's a fun experience that you can mostly play through whether you have a nunchuk or not, a nice touch for gamers who have more Remotes than nunchuks during multiplayer sessions.



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