Tiger Woods PGA Tour '07 Game Pointers Nintendo Wii Edition Authored by Matthew Robben [email protected] Version .11 3/31/07 Disclaimers: Tiger Woods, the PGA, all logos and references are copyright / trademarked EA Sports, Tiger Woods, the PGA, and others. All trademarks belong to their respective owners / copyright holders, and are not used here for any commercial gain. This is ugly, disorganized, poorly formatted, not thorough, and a poor excuse for an FAQ. I know that. This document copyright Matthew Robben, 2007. Short Table of Contents: I. Introduction II. Swing Dynamics III.Why controller failures occur IV. Solutions V. Tiger Challenge Tips I. Introduction ----------------- Tiger Woods '07 on Wii is a game based on a revolutionary new controller technology. "Swing like the pros", the ads claim. Well, after playing through 19 segments of the Tiger Challenge, and a few PGA tour events, I've discovered many, many issues with the controller, as anyone would expect from a new technology. Unfortunately, golf (especially this game) is a game of precision. Wireless sensor errors on a single stroke can spell the end of an entire round of Tiger Woods golf, making playing the game on Wii a frustrating endeavor. I've seen a lot of complaints on various message boards, so I thought I'd take some time to address them and offer some workarounds that I've found worked, and have allowed to me reach Tiger in the Tiger Challenge and conquer the PGA tour events I've played. I will be using standard 3-axis flight dynamics descriptions to talk about the Wiimote. See http://en.wikipedia.org/wiki/Image:Flight_dynamics.jpg for a good reference. II. Swing Dynamics -------------------- Swing Dynamics on Wii were intended to be the following: line up the shot, hold down the B button, backswing, forward swing, and follow through. It is of critical importance that new players understand that SWINGS WERE INTENDED TO BE ONE FLUID, CONTINUOUS MOTION. Breaking a fluid motion causes almost all of the issues players have with the swing dynamics in this game. Unfortunately, as I'll point out later, it's not always the player's fault. Backswing: The backswing is one of the most flawed mechanisms in Tiger Woods '07. Why? The player tends to take full backswings no matter how much distance or movement is made with the controller. Almost like a ball rolling downhill, once a backswing gets started, even if the player's hands stop, the game tends to continue backswings until the club is at full backswing. The only way to stop a backswing at half power is to quickly and immediately bring the controller forward once the desired backswing point is achieved. However, this makes the stroke feel uneven and often results in hooking or pulling of the ball, and unwanted spin. Forward Swing & follow through: During the forward swing, an accelerometer in the controller is used to determine swing power, and the roll of the controller (again, see http://en.wikipedia.org/wiki/Image:Flight_dynamics.jpg and consider the nose of the plane to be the nose / front sensor of the Wiimote) is used to determine the hook or slice on the ball. A hook or a slice occurs when the controller has some degree of roll. Power: Power is calculated based on how long of a backswing is taken, as well as how fast / hard the forward swing is. The maximum power is 110%, which is typically well beyond the aiming circle provided by the game (which I assume to be the 100% mark). How to hit 110%: When starting out, I rarely hit the ball for over 100%, while my friend who plays golf consistently hit for 110%. After a lot of playing and testing, I discovered two things are necessary for 110% shots - a full backswing (not a big deal), and a very quick acceleration of the hands downward on the forward stroke. Even if you're "swinging for the fence" with all your might, but you smoothly and evenly swing through the ball your shot will probably only be 100%. This is most confusing to new players, who think that overall force should make the ball go farther. Not so. Acceleration rate is the kicker. The faster one's hands accelerate downward from the stopped, full backswing position, the greater the acceleration sensed by the Wiimote, and the harder the swing input to the game. You can actually stop your hands before they even come back to a full follow through, and you'll still hit 110%. You might slice, due to the erratic motion, but the power will be there. The bad thing about this swing mechanic is that you have to have a high acceleration rate from the start, which adds an unnatural "jerk" to the swing and might cause slicing. Spin: Spin is added after the swing. Why they went for ultra real swing dynamics and then added spin during flight is beyond me. Shake the wiimote back and forth to add spin. Putting: "Drive for show, putt for dough." It's a true statement - putting is absolutely crucial in this game. And the game takes a sadistic enjoyment in screwing up during your putts. Putting control is almost entirely done through the length of the backswing, and much less importance is placed on the acceleration forward. The key to good putting is using a smooth, fluid putting stroke. Using one smooth motion greatly reduces the chances that the game will mess up interpreting your putt. However, because backswing is everything, often you want to precisely choose the length of the backswing. Remember that backswing problem I talked about earlier? This is where that becomes a serious flaw in the game. Precise putting becomes almost infuriatingly hard. Putting for 6 feet when you're 50 from the hole, and putting for 25 feet when you're 6 feet from the hole are common. III.Why controller failures occur -------------------------- After a lot of testing, I've discovered a few flaws in the game that are noticeable and preventative actions can be taken to make sure your low scores don't become high scores. Flaw 1: No Continues The Wiimote golf stroke is supposed to be one fluid motion. Thus, when the player takes any slight backswing and stops, the next motion is expected to be the forward swing / follow through. However, the player might decide that they want to take more of a backswing to increase their power level, and raise their controller further backward. Unexpectedly, instead of increasing the power, the game will TAKE THE SHOT. Yes, the engineers / programmers cheated. Any motion after a stopped backswing is considered to be the downstroke, regardless of the direction it takes. So heed this warning: there are no continues on the backswing. If your backswing is not big enough, release the B button and reset the shot. DO NOT RAISE THE CONTROLLER FURTHER. Flaw 2: The "Phantom Swing" the phantom swing is an effect most people notice when they first hold down the B button - the player on screen automatically starts to backswing, despite the fact that the controller hasn't moved an inch. I'd already mentioned that the game tends to take backswings for you, even if the motion backward is minimal at best, or unnoticable to the player. Flaw 3: Flaws 1+2 = Disaster Way too often in this game, the player lines up to take a shot, hits the B button, and a phantom backswing occurs. Unfortunately, if you've gotten good at the game, or aren't playing close attention, you don't see the on-screen character starting to swing backward, and raise your hands in your typical backswing. Of course, since the game takes the next motion after a backswing to mean forward stroke, the game takes horrible 40% slices at the ball, and because there's no mulligans on the PGA tour, your round gets ruined. This is especially noticeable (and horrible) during putting. Flaw 4: Hooks and Slices To real golfers, the hooks and slices might seem realistic. To unexperienced folk, they might seem drastic. How do you compensate for the hooks and slices? Again, the game uses the roll of the controller to determing hooks and slices. No matter what the degree of pitch and yaw during one's swing, if any degree of roll is introduced, the end result is an unintended curvature of the ball. Flaw 5: Club Selection Club selection is automatically (and very poorly) determined by the game's accuracy calculation. Whatever club and stroke can get closest to the pin at 100% power is automatically chosen for the player. However, all of these calculations are done ASSUMING YOU'RE ON A FAIRWAY. If you're in deep rough or sand, and you use that club, or you hit 110% with that club, you'll put the ball way short or way long. Part of the game is learning to compensate for your own swing power, accuracy, and conditions, and choosing the correct club from there. IV. SOLUTIONS: ---------- Alright, enough whining, how do we solve those problems? Flaws 1-3: The key to avoiding flaws 1-3 is to slow down your play and pay very close attention to your on-screen character when you begin your swing. If your character makes even the SLIGHTEST movement and your hands haven't, let go of the B Button and reset the shot. Don't take any chances. This is especially crucial during putting.The "phantom" backswing during putting is almost microscopic on screen, and requires extremely close attention to notice. Flaw 4: Well, if the engineers / programmers cheated on their backswing handling, why not cheat on the entire swing itself. Here's how you can hit 110% perfectly straight almost every single swing. Normal golf swings naturally incur a bit of roll in the hands. If we assume that the game's interpretation of the swing is flawed, the way to fix this problem is to not roll the controller. The cheat:hold your arms straight out from your body. Point the wiimode in the same direction, across the room, perpendicular to the plane of your body. Your arms and the Wiimote should be parallel with the floor. Be absolutely sure that the Wiimote has zero degress of roll. Hold down B, watch for the phantom swing, and if it hasn't happened, twist your entire arms and upper body to the right (if right handed) and very quickly twist back to the left. Keep your arms and the Wiimote parallel to the floor the whole time, and you won't roll the controller at all. Essentially, this swing is like a "stiff" baseball bat swing. Flaw 5: This flaw is tougher to make generalizations or offer advice about, since each situation is different. There is only one situation where I can make a broad generalization that is almost always true: IF YOU AREN'T ON THE FAIRWAY OR ON THE FRINGE OF THE GREEN, DO NOT CHIP. The chip stroke's power level is drastically overstated if you're in the sand or the deep rough, yet the game LOVES to tell you to chip from 18 yards off the green. Even at full power you're going maybe 4 yards from those spots. Use a pitch or a full. Trust me. V. Tiger Challenge Tips ------------------------ Ok, so now you know some basic tips that should make you a better performer on the tour. What about the fact that beginning characters are TERRIBLE stats-wise and would have a very tough time winning a PGA tour event? You have to level up your character by beating Tiger Challenge levels. Each level gives you anywhere from 5000 - 25000+ skill points in one or more categories, which can be used to upgrade your characters' skills. Also, as you do well in Tiger Challenge events, you attract sponsorships, allowing you to purchase new gear. Equipment in the game is ranked on a level from 1-4, one being the lowest, 4 being the highest. All level 4 equipment adds bonus points to one or more skills, making your character even better. It's obvious that new clubs and balls should increase performance, but even your hat, shirt, pants, and nose rings can increase stats like putting, accuracy and luck. So money and the shop aren't totally worthless. The tiger challenge levels are fairly easy until level 12 or so. I've made it all the way to Tiger Woods in the Tiger Challenge, who's very, very, very hard. I'm going to assume that anyone can beat the match play rounds and not give advice on those. Keep in mind that the Emerald Dragon, Central Park, and the course you play Furyk on are extremely difficult. As in, oh my god this course is so hard it could never possibly exist. Skills 18: The most points you can lose on a hole in skills 18 is 30. You can take the riskiest shots you want, provided you get more than 30 points from rings per hole. Alternatively, you can just aim to birdie/eagle the holes and hit a few green rings along the way. That, too, means a large points total at the end of 18 holes. But the real key to making huge points totals is to hit two rings in the same shot. A yellow and a green together are worth 60, while a red and a green together are 120. Play through a course once or twice and note all the places where a red and a green could be hit at the same time, (there's 3 or 4 on all the skills 18 courses) and just go for those. You'll wind up with 460 points right there, enough to beat even the last skills 18. It's really easier than it seems the first time through. Skillzone: The first skillzone isn't too bad, but the second seems impossibly hard. There's one simple trick to get around that. Take note that there's two simultaneous "paths" open in tiger challenge at any time. Meaning two levels are open, and beating one unlocks a further level, not necessarily a consecutive one. I don't have the chain of unlocked levels written down, but the key to beating skillzone 2 in diablo valley is to completely play out the other available levels and allocate as many points as possible to power and driving accuracy. Enter the skillzone challenge with about 7 power points and an upgraded set of clubs / balls. Just hit balls around for a while until you see the 5x bonus ball indicator appear on screen. When you do, switch to your 8 degree driver, line up for the moving targets 350 yards away, and BLAST a 110% shot straight towards the targets. Chances are, if you keep the ball straight, you'll get credit for the "longest drive", which is worth $1000. Since the ball is 5x bonus, you get $5000, and you get to pass the level. Keep in mind that you have to keep your TOTAL above $5000, and hitting the ball in bad locations like water can lose you money. What you want to do at that point is aim towards the leftmost visible target pad and just drive the ball with a three wood. Even if you miss, the ball will just land out of bounds, which doesn't have a monetary penalty. You can do this until your stock of golf balls is empty, and squeak by the level with exactly $5000. One-Ball: The one-ball rounds are actually really easy to beat using one simple rule: always aim to hit the ball 20-40 feet from the hole ON THE GREEN. The computer tends to putt for the hole and miss, giving you a 6-10 footer that's easily makeable. They rarely putt or chip the ball back off the green. Second trick for one ball - if the computer has you trapped in the deep rough 4 yards from the hole, you're going to either take a very tough shot and miss, or get in trouble for missing your target, giving the CPU a simple two putt. If it's guaranteed that a miss means a CPU victory, one trick you can use is to turn around and hit the ball backward 200+ yards toward the tee box using a 2 iron or 3 wood. The CPU then gets 3 consecutive shots to sink the ball. if you can hit the ball into sand 200 yards away, the CPU has to make 3 consecutive, accurate shots, or they won't win the hole. This is much more of a challenge than giving them a 2 putt from 4 yards. VI. Conclusion --------------- Regardless of the controller problems, this game is still one of the best video game experiences I've ever had. I love playing Wii, and Tiger Woods is one of the reasons I camped out and got a system (zelda, obviously, was the other). Don't forget that golf is supposed to be frustrating :) and wear your wriststrap! Cheers. Happy Wii'ing Contact me with questions & comments at the above email. Thanks ~mattyR