Mario Sports Superstars: Difference between revisions

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====Golf====
====Golf====
[[File:MSS NinUK 16.png|thumb|left|[[Rosalina]] golfing. The bottom screen displays ball contact, types of spins, and the power meter on the top.]]
[[File:MSS NinUK 16.png|thumb|left|[[Rosalina]] golfing. The bottom screen displays ball contact, types of spins, and the power meter on the top.]]
Very similar to the [[Mario Golf (series)|''Mario Golf'' series]], players can golf on one of the many courses. Much of the graphics, HUD, elements, and mechanics are taken from the latest iteration of the ''Mario Golf'' series, ''[[Mario Golf: World Tour]]'', including the bottom screen that includes information such as ball contact, ball spin, and the power meter. Players can either play two modes: Stroke Play, which players can golf for 9 holes or Ring Challenge in training mode, where players need to send the ball through large rings dotted across the course. This mode lacks Match Play from previous installments, meaning that the only way players can play against the computer player is if they are randomly selected on tournament modes.
Very similar to the ''[[Mario Golf (series)|Mario Golf]]'' series, players can golf on one of the many courses. Much of the graphics, HUD, elements, and mechanics are taken from the latest iteration of the ''Mario Golf'' series, ''[[Mario Golf: World Tour]]'', including the bottom screen that includes information such as ball contact, ball spin, and the power meter. Players can either play two modes: Stroke Play, in which players can golf for 9 holes, or Ring Challenge in training mode, where they need to send the ball through large rings dotted across the course. This mode lacks Match Play from previous installments, meaning that the only way players can play against the computer player is if they are randomly selected on tournament modes.


In golf, players need to sink the ball into a [[hole]] within a set number of shots, which is dependent on the course. Players are recommended to score at least a [[Par]], which means the player has taken the number of strokes required for the ball to go into the hole. If players achieve less strokes than required, they earn better scores, such as a [[Birdie]]. However, if players take more strokes than required to sink the ball into the hole, it worsens their overall score, and thus are called [[Bogey]]s.
In golf, players need to sink the ball into a [[hole]] within a set number of shots, which is dependent on the course. Players are recommended to score at least a [[par]], which means the player has taken the number of strokes required for the ball to go into the hole. If players achieve less strokes than required, they earn better scores, such as a [[birdie]]. However, if players take more strokes than required to sink the ball into the hole, it worsens their overall score, and thus are called [[bogey]]s.


Golf uses a power meter to determine power and control of the ball. Players need to time the rising of the bar, which determines the power of the shot, as well as the descending, which determines the accuracy of the shot. If players hit outside the marked boundaries of the power meter the time it descends for accuracy purposes, players whiff the shot, often costing a stroke. Players can get perfect accuracy if the bar hits the sweet spot of the meter; if the bar is stopped outside the sweet spot, the ball veers in the direction the bar is stopped at. In other words, if the bar is stopped to the area left of the sweet spot, the ball curves towards that direction, causing some inaccuracy within the shot. Additionally, players can adjust the trajectory of the ball (which is indicated by arrows rising and falling on the main screen) by changing the area of ball contact, indicated by the bottom screen. Hitting the ball in the upper regions decreases height, while hitting the ball left or right causes the ball to curve left or right depending on the direction hit, often used to bypass obstacles such as trees. Newer players can opt for the "easy" option, where players need to manually input only the rising of the bar while the game automatically times the lowering of the bar for accuracy. However, this method is not perfect and may result in mishits, especially if the sweet spot is very low.
Golf uses a power meter to determine power and control of the ball. Players need to time the rising of the bar, which determines the power of the shot, as well as the descending, which determines the accuracy of the shot. If players hit outside the marked boundaries of the power meter the time it descends for accuracy purposes, they whiff the shot, often costing a stroke. Players can get perfect accuracy if the bar hits the sweet spot of the meter; if the bar is stopped outside the sweet spot, the ball veers in the direction the bar is stopped at. In other words, if the bar is stopped to the area left of the sweet spot, the ball curves towards that direction, causing some inaccuracy within the shot. Additionally, players can adjust the trajectory of the ball (which is indicated by arrows rising and falling on the main screen) by changing the area of ball contact, indicated by the bottom screen. Hitting the ball in the upper regions decreases height, while hitting the ball left or right causes the ball to curve left or right depending on the direction hit, often used to bypass obstacles such as trees. Players can opt for the "easy" option, where they need to manually input only the rising of the bar while the game automatically times the lowering of the bar for accuracy. However, this method is not perfect and may result in mishits, especially if the sweet spot is very low.


In addition, players need to take in account of the environment, which causes the ball to behave in different ways. Wind can change the ball's trajectory, and the speed of the wind as well as the direction it blows in depends on how affected the ball gets. Balls that have higher trajectories are more affected by the wind. The ball's lie is also affected by the ground it is on. If the ball is on the [[Fairway]], there are no added penalties to the ball. However, if the ball lies on the [[Rough]] or [[Bunker]]s, the power and accuracy of the ball gets affected depending on how severe the terrain is. Topology of the course can also affect the ball's trajectory, where, often, more powerful, higher shots are needed to send the ball to higher elevations. Rain reduces power and spin of the shots, and players need to opt for significantly more power when they are putting the ball.
In addition, players need to take in account of the environment, which causes the ball to behave in different ways. Wind can change the ball's trajectory, and the speed of the wind as well as the direction it blows in depends on how affected the ball gets. Balls that have higher trajectories are more affected by the wind. The ball's lie is also affected by the ground it is on. If the ball is on the [[fairway]], there are no added penalties to the ball. However, if the ball lies in [[rough]] or [[bunker]]s, the power and accuracy of the ball is affected depending on how severe the terrain is. Topology of the course can also affect the ball's trajectory, where, often, more powerful, higher shots are needed to send the ball to higher elevations. Rain reduces power and spin of the shots, and players need to opt for significantly more power when they are putting the ball.


[[File:Putting MSS.png|thumb|[[Baby Luigi]] putting on the Green.]]
[[File:Putting MSS.png|thumb|[[Baby Luigi]] putting on the green.]]
Different clubs have different purposes, and players can swap between clubs any time for varying needs. Woods, represented by "W", send the ball flying further at the cost of accuracy while irons, represented by "I", forgo ball drive in favor of accuracy. Sand wedges, represented by "SW" are used to get balls out of bunkers. Hybrids, represented by "H", are a mix between woods and irons and are used for compromising purposes between irons and woods. Pitching wedges, represented by "PW", are used to send balls flying higher and shorter than irons. If the ball is sent too far or not far enough, players can adjust drive distance by pressing {{button|3ds|l}} and {{button|3ds|r}} for guidelines on where to lower or increase power of the shot. As well as having different clubs, players can opt for Power shots or approach shots. Power shots have a limited use per round, but can send the ball flying even further and are used typically to aim for lower strokes on Par 4 or Par 5 holes. If players align the bar in the power meter perfectly whenever a power shot is used, they save a power shot. Approach shots are made when players are near the Green, which are weak shots used to knock balls close to the hole.
Different clubs have different purposes, and players can swap between clubs any time for varying needs. Woods, represented by "W", send the ball flying further at the cost of accuracy, while irons, represented by "I", forgo ball drive in favor of accuracy. Sand wedges, represented by "SW", are most often used to get balls out of bunkers. Hybrids, represented by "H", are a mix between woods and irons and are used for compromising purposes between irons and woods. Pitching wedges, represented by "PW", are used to send balls flying higher and shorter than irons. If the ball is sent too far or not far enough, players can adjust drive distance by pressing {{button|3ds|l}} and {{button|3ds|r}} for guidelines on where to lower or increase power of the shot. As well as having different clubs, players can opt for Power shots or approach shots. Power shots have a limited use per round, but can send the ball flying even further and are used typically to aim for lower strokes on par 4 or 5 holes. If players align the bar in the power meter perfectly whenever a power shot is used, they save a power shot. Approach shots are made when players are near the green, which are weak shots used to knock balls close to the hole.


When players are on the [[Green]], players can putt the ball into the hole, using one of three putters depending on the distance to the hole. In this case, players need to time only the rising of the power meter to make putts, where higher bars are stronger putts. Players who putt too weak cannot make the ball into the hole, while too powerful putts send the ball past the hole. Grids on the putting screen indicate topology of the course. Slopes are represented by white balls rolling on the grid, indicating the direction it will roll in. Slopes that are steeper are indicated by quicker rolling balls and therefore, players need to adjust their position more the steeper the slope is. Downhill slopes are indicated by red on the grid while uphill slopes are colored blue. Players need to putt harder for uphill slopes and weaker for downhill.
When players are on the [[green]], they can putt the ball into the hole, using one of three putters depending on the distance to the hole. In this case, players need to time only the rising of the power meter to make putts, where higher bars are stronger putts. Players who putt too weak cannot make the ball into the hole, while too powerful putts send the ball past the hole. Grids on the putting screen indicate topology of the course. Slopes are represented by white balls rolling on the grid, indicating the direction it will roll in. Slopes that are steeper are indicated by quicker rolling balls, and therefore, players need to adjust their position more the steeper the slope is. Downhill slopes are indicated by red on the grid, while uphill slopes are colored blue. Players need to putt harder for uphill slopes and weaker for downhill.


Different types of spins return from ''Mario Golf: Toadstool Tour'', where players can activate them as soon after they stopped the power meter a second time if they are using manual rather than auto. Topspins send the ball forward while backspins either brake the ball or send the ball backward depending on the height the ball falls from and the speed of the shot. Players can perform a topspin if {{button|3ds|a}} is hit twice, while performing a backspin if {{button|3ds|b}} is hit twice. Players can use more powerful spins for a longer effect if alternate buttons are pressed; players can perform a super topspin if {{button|3ds|a}} is hit first and then {{button|3ds|b}}, while a super backspin is performed if {{button|3ds|b}} is pressed first and then {{button|3ds|a}}.
Different types of spins return from ''Mario Golf: Toadstool Tour'', where players can activate them as soon after they stop the power meter a second time if they are using manual rather than auto. Topspins send the ball forward, while backspins either brake the ball or send the ball backward depending on the height the ball falls from and the speed of the shot. Players can perform a topspin if {{button|3ds|a}} is hit twice, while performing a backspin if {{button|3ds|b}} is hit twice. Players can use more powerful spins for a longer effect if alternate buttons are pressed; they can perform a super topspin if {{button|3ds|a}} is hit first and then {{button|3ds|b}}, while a super backspin is performed if {{button|3ds|b}} is pressed first and then {{button|3ds|a}}.


Up to four players can play golf, both in local and online multiplayer. However, requiring more players to play requires more cartridges and game systems, which emulates ''[[Mario Golf: World Tour]]''{{'}}s requirement of playing with more players rather than a single player controlling all characters and thus can pass the controller to other players as ''[[Mario Golf: Toadstool Tour]]'' handles in its multiplayer.
Up to four players can play golf, both in local and online multiplayer. However, requiring more players to play requires more cartridges and game systems, which emulates ''[[Mario Golf: World Tour]]''{{'}}s requirement of playing with more players rather than a single player controlling all characters and thus can pass the controller to other players as ''[[Mario Golf (Nintendo 64) Mario Golf]]'' for the Nintendo 64, ''[[Mario Golf: Toadstool Tour]]'', and ''[[Mario Gofl: Advance Tour]]'' handle in their multiplayer.


Prior to beginning a match in Stroke Play mode, players can adjust the following settings:
Prior to beginning a match in Stroke Play mode, players can adjust the following settings:
*'''Swing:''' Players can choose to play with either a right-handed player or a left-handed player. This reverses a Fade or Draw trajectory.
*'''Swing:''' Players can choose to play with either a right-handed or left-handed player. This reverses a fade or draw trajectory.
*'''Holes:''' Players can play with 9, 6, or 3 holes.
*'''Holes:''' Players can play with 9, 6, or 3 holes.
*'''Shuffle:''' When turned on, this plays on holes in a random order. When turned off, this plays holes in a set order.
*'''Shuffle:''' When turned on, this plays on holes in a random order. When turned off, this plays holes in a set order.
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