Wii Sports captures the Wii’s extraordinary motion-sensing capabilities and blends them together with distinct multiplay

Let’s get straight to the point: Wii Sports is an experience like no other. Parceled alongside the Wii itself, it demonstrates the console’s motion-sensitive concepts brilliantly and blends them together with an unprecedented multiplayer presentation. Just as well, it reinvents the conventional athletic video game and takes it to an entirely different level of entertainment. That level of entertainment, however, is varied: While it’s a blast to play with friends and family, Wii Sports won’t keep avid gamers occupied for long because of its minuscule single player eclecticism. At the same time, the playability is infrequently hampered by non-obscured bugs and faults that can easily affect your performance.

As the name suggests, Wii Sports presents a series of 1-4 player sports mini-games induced by creating self-expressed characters called Miis. The Mii controls your actions throughout all five of the provided sports, tennis, baseball, golf, bowling, and boxing. Each sport is elementally interconnected to the Wii remote’s motion-sensor aptitudes, making it possible to swing, roll, throw, punch, and smack the designated target on screen by simply committing such actions as you would in the sport itself.

Tennis is predominately the oddball of the five sports. The modes branch out into singles and doubles games in sets of one, three, or five. The objective is simple: Stand in an isolated area and hit the ball as it glides over the net. The Mii character will run, dive, and jump on its own, indicating your sole intention is to spank the ball as neatly as possible when the time comes. Occasionally, the proper input isn’t always required: No matter what angle the ball comes at you--whether it bounces on your left side or right--a simple swing will insure its return back over the net. Serving can be done in one of two ways: Flicking the Wii remote upwards to throw the ball in the air, or by simply pressing A, which also sends the ball upward, and with either step followed by a swing of your arm will produce a full-on serve. Timing your return can be tricky, and poorly judged returns can send the ball out-of-bounds, while the best of timings can deal out savage shots that are extremely difficult to resend back over the net.

In baseball, players can only bat and pitch, while computer Mii characters operate the infield and outfield. In a sense, baseball is probably best at manipulating the Wii remote’s motion-sensitive controls as far as power and timing. Swinging the bat can be done by executing assorted layers of power, with the strongest and fastest swings, of course, capable of producing home runs, while meager swings propel the ball to the infield and shallow outfield. And timing is everything: Getting under the ball can be a handful when a talented pitcher is on the mound. The pitching layout is one of the most artificially intelligent aspects of the game. You can pitch with a variety of power to turn out a mixture of different speeds, while holding down a specific button to thrust a fast ball, slider, or breaking ball into the catcher’s mitt.

Golf is mainly in correlation to accuracy. As you prepare to hit the ball, a meter will specify the power in your swing and also signifies how hard the ball should be shot. If hit too hard, a red bar will meander frantically on the meter, indicating a wild shot that more than likely will stray further from the hole. Little notches will also occupy the meter, and in addition, a map in the lower right-hand corner of the screen points out how hard you should swing by bearing in mind the corresponding notches on the meter with the notches on the map. This is especially essential in putting because of the sleek durability of the green. In any case, golf is probably the most difficult sport to get used to, and it’s more than likely you’ll spew out bogey after bogey when playing on the first few holes.

It’s worth saying, bowling is definitely the easiest sport to play, but it’s not oversimplified. Upon choosing your Mii character, you’ll be able to spot where you want to ball to go by moving either to your left or right. In the same instance, while preparing to release the ball, you can add a spin to your throw by flicking your wrist sideways. Being able to manipulate the mobility of the ball is especially helpful in tricky shots that have split pins or are parallel to each other.

Boxing is the only sport that employs the Nunchuk attachment. However, like most of the previous sports, you can complete a match without pressing any buttons, therefore the Nunchuk only functions as a second punching hand. Each motion deals a punch to your opponent, while swaying back and forth allows your Mii character to dodge oncoming blows. The multiplayer matches are what makes boxing enjoyable, especially with two well-absorbed players that know what they’re doing. Boxing against a computer opponent is inconsistent, and it’s easy to just wail on him or her rather than inputting useless dodges.

Apart from the core components of the game, there are other mini-games classified with each sport. You can engage in such events as a home run derby in baseball, a 100-pin challenge in bowling, and punching bag practice in boxing, and each mini-game details awarded medals for the best performances.

Wii Sports is an all-around fun game with other players to compete against, but it thrives below the single player standards that we’ve come to expect in sports games. Suffice it to say, the first few times through each sport will be a blast, and moreover, you’ll get a workout--no matter your level of fitness--during each activity. In conclusion, you’re getting more bangs for your buck, simply because Wii Sports comes free with the Wii console, and when you look beyond the despicable single-player management and faulty glitches, this watered-down version of five popular sports is something worthy of appreciation.