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Mario Power Tennis

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2004 video game
This article is about the GameCube/Wii version. For the Game Boy Advance game called Mario Power Tennis in Europe, seeMario Tennis: Power Tour.
2004 video game
Mario Power Tennis
North American GameCube box art
Developer(s)Camelot Software Planning
Publisher(s)Nintendo
Director(s)Haruki Kodera
Producer(s)Shinji Hatano
Hiroyuki Takahashi
Shugo Takahashi
Designer(s)Hiroyuki Takahashi
Shugo Takahashi
Composer(s)Motoi Sakuraba
SeriesMario Tennis
Platform(s)GameCube,Wii
ReleaseGameCube
  • JP: October 28, 2004
  • NA: November 8, 2004
  • PAL: February 25, 2005
Wii
  • JP: January 15, 2009
  • EU: March 6, 2009
  • NA: March 9, 2009
  • AU: March 26, 2009
Genre(s)Sports (Tennis)
Mode(s)Single-player,multiplayer

Mario Power Tennis[a] is a 2004sports game developed byCamelot Software Planning and published byNintendo for theGameCube. The game is the sequel to theNintendo 64 titleMario Tennis, and is the fourth game in theMario Tennis series. The game was ported for theWii in 2009 as part of theNew Play Control! series, and was also re-released as aNintendo Selects title in 2012. A companion handheld game,Mario Tennis: Power Tour, was also released onGame Boy Advance around the same time as the original GameCube release, bearing the same title asPower Tennis in Europe.

Power Tennis incorporates multiple characters, themes, and locations from theMario series. The game includes standardtennis matches, but contains variants that feature different scoring formats and objectives. Other variants include "Gimmick" courts, thematic areas with components and properties that directly affect gameplay. The game has 18 playable characters, each categorised by their style of play and each with a pair of unique moves known as "Power Shots".Power Tennis was developed simultaneously withMario Golf: Toadstool Tour, and the pair shared similar technology and concepts with each other during production. Such similarities include an emphasis on theMario theme in characters and settings as well as alternative game modes such as "Ring Shot".

The GameCube version was positively received in general, attaining an aggregate score of 81 percent fromGameRankings and 80 out of 100 fromMetacritic. Critics praised the game's depth and variety, but criticised the Power Shot animations, which could not be skipped. The Wii version in contrast received a more mixed reaction, with praise for the graphics and multiplayer but criticism for its motion controls. In 2010, it was included as one of the games in the book1001 Video Games You Must Play Before You Die.[1]

Gameplay

[edit]
Petey Piranha in the Tic-Tac-Glow Special Game

Mario Power Tennis includes variations of tennis matches consisting of characters, courts, and scenarios based on theMario series. The range of courts includes the standard threetypes of tennis court, but consists predominantly of those themed upon games in theMario series, known as "Gimmick" courts. As well as adopting the style aesthetically, these feature thematic elements that influence how the match will be played on that surface, such as the ghosts in theLuigi's Mansion court, which hinder movement when the character comes into physical contact with them.[2] Although standard tennis is available, variants of the sport can be played which adopt different rules and methods of victory. "Ring Shot" involves the player earning points by hitting the ball through rings of varying sizes, with the number of points dependent on the difficulty of the shot.[3] The player acquires the points whenever a winning shot is made adhering to standard rules; the match is won once the predetermined number of points is equaled or surpassed. A similar mode, "Item Battle", involves the characters using items based on theMario universe to interfere with each other's game and gain an advantage.[4]The central mode of the game is "Tournament Mode", which comprises a set of events with accumulating difficulty. This set of events must be finished successfully to unlock playable characters. This mode can be completed either in"doubles" or "singles", and is divided into Gimmick courts and standard courts.[5] An alternative to these are "Special Games", which involve the player trying to meet a tennis-related objective on a Gimmick court. These Special Games come in multiple forms, incorporating themes from past Nintendo games, such as "Tic-Tac-Glow", which requires the player to hit balls of water to liberate Shine Sprites trapped in dirt,[6] a reference toSuper Mario Sunshine.Power Tennis supports the option for four-playermultiplayer, which can be accessed during "Exhibition Mode",[5] the standard mode of play where the player can choose his or her opponents and the conditions of the match. Such options include the difficulty of the opponent, the court used, and the number of games and sets required to win the match.

Power Tennis features 18 playable characters, all of whom derive from theMario franchise. Many characters, such asWario, had already appeared in the game's predecessor and several otherMariospin-offs, while this was the first appearance for Wiggler as a playable character. All of the characters are categorised into six groups that reflect their playing style: all-around, technical, power, speed, defensive, and tricky.[7] Inherent in each character is a set of two unique moves known as "Power Shots".[2] These powerful moves, which are accompanied with an animation each time they are triggered, incorporate the character's specific qualities. They can only be triggered occasionally in the match, but will usually result in defending or scoring a point, depending on the type of shot chosen. Generic tennis moves, such as slices, dropshots, and lobs, can be applied at any time in the match.[2]

Development

[edit]

Power Tennis was developed byCamelot Software Planning, with a team of approximately 30 people, headed by brothersHiroyuki and Shugo Takahashi.[8] The game was first unveiled in a 2002 issue of the Japanese magazineFamitsu,[9] and was later presented at theE3 conference of 2004. Before release, the brothers discussed multiple developmental processes in an interview withFamitsu. Camelot had been working on a previous GameCube version ofMario Tennis, but discontinued the project and began again using ideas and technology fromMario Golf: Toadstool Tour, which was being developed simultaneously with the game.[8] Shugo noted that the original would have been more serious and contained deeper gameplay, but with fewer "Mario-esque" gimmicks. There was also a willingness not to update the graphics only without exploring advancements to concepts and gameplay, which Hiroyuki stated would be "unacceptable for aMario game". Due to the success of its predecessor, the brothers felt pressure to make a game that was original and would not appear too similar to its predecessor on first sight.[10]

Following release,IGN interviewed Hiroyuki regarding the development of the game. He revealed that Camelot had received co-operation from Nintendo in relation to voice acting and animation, which Takahashi stated as "contributing quite a bit to the improvement of the game's graphics". Takahashi proceeded to explain why therole-playing game elements that were present inMario Tennis were excluded fromPower Tennis, stating that he felt they were more suitable for the "deep single-player experience" present in portable consoles. Regarding the themed courts in the game, he explained that the concepts were conceived during long brainstorming sessions, with courts selected that would both remind gamers of olderMario games and introduce new gamers toMario games they may not have played. When questioned regarding difficulties in developing the game, Takahashi noted the effort used in making the opening sequences, developing the Special Games, and animations, which caused problems with meeting the schedule. Although there was speculation about online capabilities before release,[11] Takahashi refrained from making the game online-compatible due to fear oflagging problems, stating "I don't think you can play a tennis game online under the current Internet environment and feel satisfied".[8]

Nintendo collaborated with theLawn Tennis Association in 2005 to promotePower Tennis in the United Kingdom. The promotion featured on-site sampling and official Nintendo branding at various tennis events such asWimbledon. The LTA'sACE Magazine advertisedPower Tennis and featured competitions offering the game as a prize.[12] Nintendo also released an online questionnaire regarding players' habits and preferences in relation to tennis as a part of theirWho Are You? campaign.[13] Nintendo announced in 2008 that they would be re-releasing the title as part of theirNew Play Control! selection, which feature added Wii controls.[14] The game can be controlled using theWii Remote and optional Nunchuk attachment, allowing the player to trigger actions such as forehands and backhands by swinging the Remote like a tennis racket. It was released on January 15, 2009, in Japan[15] and in March 2009 in other countries. It was later re-released in North America on June 10, 2012, along withPikmin 2 as Nintendo Selects titles.[citation needed]

Reception

[edit]
Reception
Aggregate scores
AggregatorScore
GCWii
GameRankings81.03%[31]68.19%[32]
Metacritic80/100[33]65/100[34]
Review scores
PublicationScore
GCWii
Edge5/10[16]N/A
Electronic Gaming Monthly8.17/10[17]N/A
Eurogamer8/10[5]6/10[18]
Famitsu34/40[19]N/A
Game Informer8.5/10[20]8.25/10[21]
GamePro[22][23]
GameRevolutionB+[24]B+[25]
GameSpot8.9/10[2]N/A
GameSpy[26]N/A
IGN8.5/10[27]5.8/10[28]
Nintendo Power3.7/5[29]N/A
The Sydney Morning Herald[30]N/A

The GameCube version ofMario Power Tennis enjoyed a generally positive reception, with reviewers complimenting the variety of play and multipleminigames available.[2][26]GameSpot named it 2004's "Best Alternative Sports Game" across all platforms.[35]GameSpy's Raymond Padilla lauded the game's use of characters and the player categories, stating "When you put it all together, you have a broad cast of characters, each of whom offers a different feel."[26] Despite this, the Gimmick courts were labeled byMatt Casamassina as a "distraction" and "annoyance", although he acknowledged that some courts were better than others.[27] Additionally,Nintendo World Report's Michael Cole thought that most players would revert to standard courts "after being 'unfairly defeated' by ghosts, paint, or some other trap."[36]Eurogamer's Tom Bramwell welcomedPower Tennis's style, which he said emphasized gameplay over simulation and realism.[5] When comparing the game to its predecessor, reviewers praisedPower Tennis for its incorporation of theMario franchise in the different scenarios and courts.[36][37]

The gameplay features introduced to the game received a mixed response.IGN noted that the Special Games varied in quality between different games, with Casamassina commenting that "they certainly don't make or break the experience."[27] The game's "Power Shots" was also met with an ambivalent reaction—the shot themselves were praised for adding strategy and character, althoughGameSpot's Ryan Davis commented that "it would have been nice if you could just skip past the animations and keep the wild moves."[2] In general, the game's multiplayer modes were more popular than single-player, with the "predictable and basic"artificial intelligence contributing to a low difficulty level at times.[5]GameSpy noted how the number of options and variables enhanced the multiplayer experience, and commented that "The game is very good on its own, but it excels when you bring friends into the mix."[26] The mechanics of the tennis gameplay were also popular, with reviewers lauding the game's accessibility as well as its depth relating to the variety of shots available and how the position of the character affects the contact with the ball.[2][27][38]

Most critics praisedPower Tennis's presentation, with reviewers noting the game's opening sequence especially.[27][36]Nintendo World Report complimented the level of detail given to the themed locations and character animations, stating that it "[puts] even theMario Kart series to shame."[36]IGN generally shared this view, although they criticised the background animations, commenting that "The crowds in particular are a repeating blob of the samesprites over and over".[27] On the other hand, the audio received a mediocre response, despite the comical voice acting.[2][39]Power Tennis sold 139,000 copies during its first week of release in Japan, and sold 377,000 copies altogether in the country from release to December 31, 2006.[40]Power Tennis had sold 296,893 units in North America by January 31, 2005.[41] The game was at fifth position in the Australian GameCube sales charts from October 16 to October 29, 2005.[42][43] During the8th Annual Interactive Achievement Awards,Mario Power Tennis received a nomination for "Console Action Sports Game of the Year" by theAcademy of Interactive Arts & Sciences.[44]

In spite of the mostly positive reception theGameCube version held, the reception for theWiiremake was mixed. It holds an average score of 65/100 and 68.19% at Metacritic and GameRankings respectively.[32][34] While it has been praised for the original game's graphics holding up to current Wii games, many editors have found fault in the controls.IGN editor Mark Bozon criticized its motion controls, describing them as imprecise, for ruining a "great game".[28]X-Play editor Dana Vinson similarly disliked the controls, also describing the act of releasing GameCube titles for the Wii with motion controls as being lazy.[45]GamePro editor Dave Rudden criticized the game for adding multiple moves into Wii Remote motions, commenting that it would have to be "twice as responsive" for it to work.[23]Eurogamer editor Oli Welsh criticized both the inaccurate controls and limited improvements, stating thatWii Sports is a superior alternative.[18] WhileGameDaily editor Robert Workman criticized the motion controls, he stated that everything else works. He also describes it as being mildly enjoyable with three other friends.[46]

In spite of the negative reception, the Wii version has had some positive reception. WhileOfficial Nintendo Magazine UK editor Tom East similarly bemoaned the motion controls, he felt that the multiplayer still held up, as it becomes balanced since the other players would have the same problems with the controls.[47]1UP.com editor Justin Haywald agreed, stating that while it made single player modes difficult, the game was meant to be played with friends.[48]Game Informer editor Matt Helgeson, however, found the motion controls to be good, commenting that other developers should learn from Nintendo. In spite of this, fellowGame Informer editor Matthew Kato described the controls as being only so-so.[21] GameShark editor Danielle Riendeau, however, described the controls as excellent, though adding that it occasionally misreads her shots.[49] In the first four days of the Wii version's release in Japan,Mario Power Tennis sold 56,000 copies.[50] By January 3, 2010, it had sold 205,070 copies in Japan.[51]

Notes

[edit]
  1. ^known in Japan asMario Tennis GC (マリオテニスGC,Mario Tenisu Jī Shī)

References

[edit]
  1. ^Mott, Tony (2010).1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 567.ISBN 978-1-74173-076-0.
  2. ^abcdefghDavis, Ryan (November 9, 2004)."Mario Power Tennis Review".GameSpot.Archived from the original on July 16, 2015. RetrievedJanuary 21, 2015.
  3. ^Camelot, ed. (2005).Mario Power Tennis Instruction Manual. Nintendo. p. 21.
  4. ^Camelot, ed. (2005).Mario Power Tennis Instruction Manual. Nintendo. p. 20.
  5. ^abcdeBramwell, Tom (February 3, 2005)."Mario Power Tennis".Eurogamer.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  6. ^Camelot, ed. (2005).Mario Power Tennis Instruction Manual. Nintendo. p. 23.
  7. ^Camelot, ed. (2005).Mario Power Tennis Instruction Manual. Nintendo. pp. 29–33.
  8. ^abcIGN staff (December 2, 2004)."Camelot Talks Mario Power Tennis".IGN.Archived from the original on February 26, 2015. RetrievedJanuary 20, 2015.
  9. ^IGN staff (March 6, 2002)."Mario Power Tennis and Golf Announced".IGN.Archived from the original on September 24, 2015. RetrievedJanuary 20, 2015.
  10. ^IGN staff (July 26, 2004)."Mario Tennis Update".IGN.Archived from the original on September 24, 2015. RetrievedJanuary 20, 2015.
  11. ^IGN staff (June 24, 2004)."Mario Tennis Connected".IGN.Archived from the original on November 17, 2017. RetrievedJanuary 20, 2015.
  12. ^Metts, Jonathan (February 18, 2005)."Nintendo Teams Up With Lawn Tennis Association". Nintendo World Report.Archived from the original on January 21, 2015. RetrievedJanuary 20, 2015.
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  14. ^Tanaka, John (October 2, 2008)."First Look: Wii de Asobu Pikmin".IGN.Archived from the original on October 22, 2012. RetrievedJanuary 20, 2015.
  15. ^IGN staff (December 10, 2008)."New Features for Wii Pikmin and Mario Tennis".IGN.Archived from the original on December 29, 2014. RetrievedJanuary 20, 2015.
  16. ^Edge staff (January 2005). "Mario Power Tennis (GC)".Edge. No. 145. p. 92.
  17. ^EGM staff (December 25, 2004). "Mario Power Tennis (GC)".Electronic Gaming Monthly. No. 186. p. 140.
  18. ^abWelsh, Oli (March 6, 2009)."New Play Control! Mario Power Tennis".Eurogamer.Archived from the original on May 21, 2010. RetrievedMay 10, 2010.
  19. ^"マリオテニスGC".Famitsu. October 2004.
  20. ^Helgeson, Matt (January 2005)."Mario Power Tennis".Game Informer. No. 141. p. 127. Archived fromthe original on January 6, 2008. RetrievedJanuary 21, 2015.
  21. ^abHelgeson, Matt (April 2009)."New Play Control! Mario Power Tennis: Nintendo Masters The Art Of Repackaging".Game Informer. No. 192. Archived fromthe original on 2015-03-21. RetrievedJanuary 21, 2015.
  22. ^Atomic Dawg (November 11, 2004)."Mario Power Tennis Review for GameCube on GamePro.com".GamePro. Archived fromthe original on February 8, 2005. RetrievedJanuary 21, 2015.
  23. ^abRudden, Dave (March 18, 2009)."New Play Control! Mario Power Tennis".GamePro. Archived fromthe original on June 7, 2011. RetrievedJanuary 21, 2015.
  24. ^Silverman, Ben (November 19, 2004)."Mario Power Tennis Review".Game Revolution.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  25. ^Windy (May 27, 2009)."New Play Control! Mario Power Tennis Review". Game Revolution.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  26. ^abcdPadilla, Raymond (November 11, 2004)."GameSpy: Mario Power Tennis (GC)".GameSpy.Archived from the original on May 15, 2008. RetrievedJuly 7, 2008.
  27. ^abcdefCasamssina, Matt (November 8, 2004)."Mario Power Tennis".IGN.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  28. ^abBozon, Mark (March 10, 2009)."New Play Control! Mario Power Tennis Review".IGN.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  29. ^"Mario Power Tennis (GC)".Nintendo Power. Vol. 187. January 2005. p. 138.
  30. ^Hill, Jason (February 3, 2005)."Repetitive action".The Sydney Morning Herald.Archived from the original on September 24, 2015. RetrievedJanuary 21, 2015.
  31. ^"Mario Power Tennis for GameCube".GameRankings.Archived from the original on October 13, 2014. RetrievedJanuary 21, 2015.
  32. ^ab"New Play Control! Mario Power Tennis for Wii". GameRankings.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  33. ^"Mario Power Tennis for GameCube Reviews".Metacritic.Archived from the original on February 19, 2015. RetrievedJanuary 21, 2015.
  34. ^ab"New Play Control! Mario Power Tennis for Wii Reviews".Metacritic.Archived from the original on March 6, 2015. RetrievedJanuary 21, 2015.
  35. ^"Best and Worst of 2004".GameSpot. January 5, 2005. Archived fromthe original on March 7, 2005.
  36. ^abcdCole, Michael (November 5, 2004)."Mario Tennis GC". Nintendo World Report.Archived from the original on January 21, 2015. RetrievedJanuary 21, 2015.
  37. ^Kohler, Chris (November 12, 2004)."Mario Power Tennis".1UP.com. Archived fromthe original on March 5, 2016. RetrievedJanuary 21, 2015.
  38. ^Haught, Jeb (January 17, 2005). "The advantage is 'in' for Nintendo's Mario Power Tennis".The San Diego Union-Tribune. p. 4.
  39. ^Hoeger, Justin (2005-02-11). "Serve and folly players have strange powers, courts have trapdoors in enjoyable Mario Power Tennis; Game Day; Metro Final Edition".The Sacramento Bee. p. 38.
  40. ^"Nintendo GameCube Japanese ranking". Japan Game Charts. Archived from the original on March 8, 2008. Retrieved2008-07-07.
  41. ^"Nintendo GameCube Software Best Seller Ranking". Shrine of Data. February 11, 2005. Archived fromthe original on February 25, 2005. RetrievedMay 29, 2008.
  42. ^Ramsay, Randolph (October 27, 2006)."Aussie Game Charts: October 16–22".GameSpot.Archived from the original on January 9, 2016. RetrievedJanuary 21, 2015.
  43. ^Ramsay, Randolph (November 1, 2006)."Aussie Game Charts: October 23–29".GameSpot.Archived from the original on January 9, 2016. RetrievedJanuary 21, 2015.
  44. ^"D.I.C.E. Awards By Video Game Details Mario Power Tennis".interactive.org.Academy of Interactive Arts & Sciences.Archived from the original on 25 October 2023. Retrieved25 October 2023.
  45. ^"Mario Power Tennis for GameCube - Reviews".G4TV. 2009-01-28. Archived fromthe original on May 25, 2012. Retrieved2010-05-10.
  46. ^Workman, Robert (March 9, 2009)."Mario Power Tennis Review (Wii)".GameDaily. Archived fromthe original on March 22, 2009. RetrievedJanuary 21, 2015.
  47. ^East, Tom (March 5, 2009)."New Play Control! Mario Power Tennis Review".Official Nintendo Magazine. Archived fromthe original on October 7, 2014. RetrievedJanuary 21, 2015.
  48. ^Haywald, Justin (March 10, 2009)."New Play Control! Mario Power Tennis Review".1UP.com. Archived fromthe original on December 16, 2013. RetrievedJanuary 21, 2015.
  49. ^Riendeau, Danielle (April 14, 2009)."New Play Control! Mario Power Tennis". GameShark. Archived fromthe original on April 19, 2009. RetrievedJanuary 21, 2015.
  50. ^"Media Create 01/14-01/21". Chart Get. January 21, 2009. Archived fromthe original on January 9, 2016. RetrievedJanuary 21, 2015.
  51. ^"GEIMIN.NET/2009年テレビゲームソフト売り上げTOP1000(メディアクリエイト版)". Geimin. Archived fromthe original on June 27, 2015. RetrievedMay 10, 2010.

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