ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA 1234567890123456789012345678901234567890123456789012345678901234567890123456789 These lines are here to represent seventy-nine characters, the max width for a GameFAQ walkthrough. ____ ___.__ __ .__ __ | | \ | _/ |_|__| _____ _____ _/ |_ ____ | | / | \ __\ |/ \\__ \ \ __\_/ __ \ | | /| |__| | | | Y Y \/ __ \_| | \ ___/ |______/ |____/|__| |__|__|_| (____ /|__| \___ > \/ \/ \/ __________ .___ __________ .__ .__ \______ \ ____ __| _/ \______ \_____ | | | | | _/_/ __ \ / __ | | | _/\__ \ | | | | | | \\ ___/ / /_/ | | | \ / __ \_| |__| |__ |____|_ / \___ >\____ | |______ /(____ /|____/|____/ \/ \/ \/ \/ \/ _________ .__ .__ .__ \_ ___ \ | |__ _____ | | | | ____ ____ ____ ____ / \ \/ | | \\__ \ | | | | _/ __ \ / \ / ___\ _/ __ \ \ \____| Y \/ __ \_| |__| |__\ ___/ | | | /_/ >\ ___/ \______ /|___| (____ /|____/|____/ \___ >|___| |___ / \___ > \/ \/ \/ \/ \/_____/ \/ Username: rockerman2828 Game Title: Ultimate Red Ball Challenge Release Date: 6/11/09 FAQ Date: 29/12/09 Genre: Trivia/Game Show My Rating: 6/10 _________________________________ ___________________________ | /TABLE OF CONTENTS\ | |_______________________________/ \_________________________| | 1.Introduction [1int]| | 2.Controls [2con]| | 2.1General [21ge]| | 2.1.1Buttons [211b]| | 2.1.2Motion [212m]| | 3.Single Player [3sin]| | 3.1 Show 1 [31s1]| | 3.2 Show 2 [32s2]| | 3.3 Show 3 [33s3]| | 3.4 Show 4 [34s4]| | 3.5 Create a Show [35cr]| | 3.6 Bonus Mode [36bo]| | 4.Multi-player [4mul]| | 5.Unlockables [5unl]| | 5.1 Shows [51sh]| | 5.2 characters [52ch]| | 5.3 Events [53ev]| | 6.Legal Stuff [6leg]| | 7.Conclusion and Thanks [7con]| ===================== ======================================================= |1.Introduction | [1int]| ===================== ======================================================= Hello and welcome to my first ever Walkthrough/FAQ! Seeing this is my first, I decided to start easy, and seeing this game had no FAQ, I decided this was wher I came in, so here I am! If there's nything wrong with my FAQ, or you have a question or suggestion, please send them to [email protected] Thank you. ===================== ======================================================= |2.Controls | [2con]| ===================== ======================================================= |2.1 General [21ge]| _____________________________________________________________________________ |2.1.1 Buttons [211b]| _____________________________________________________________________________ Front of Wiimote _____________ |Q | Q=Power Button | | -Turns off Wii | | | | -- -- | --|--=D-Pad | | | | | | A | A=A Button | | -Hold A&B for Bubble Bath Swing | | -Press when directed in Sucker Punch | | Wall, Big Balls, & Water Wall | - H + | -Press to finish Wipeout Zone | | -= Minus Button | .. | H=Home Button | oo | -Enter the Wii Home Screen | OO | +=Plus Button | oo | -Pause the game | .. | -Add new players in player selection | | screen | 1 | 1=Number One Button | | | 2 | 2=Number Two Button |. .. ... ....| |* * * * | | | | Wii | |_____________| Back Of Wiimote _____________ | | | | | | | _____ | | | | | | | | | | | | | | |_____| | | | B | | B=B Button | |_____| | -Hold A&B for Bubble Bath Swing | | -Press when directed in Sucker Punch | | Wall, Big Balls, & Water Wall |_____________| | | | | | | | | | | | | | | | | | | | | | Nintendo | | -------- | |_____________| Front of Nunchuk ______ / \ / __ \ __ / |__| \ |__|=Analog Stick \ / -To move player between obstacles | | -Guide player down slopes | | -Move player forward along Sucker | | Punch Wall, Water Wall, Log Roll | | and Tipsy Tables | | | | | | \ / \ / \__/ ______ / C \ C=C Button / Z \ -Press when directed in Sucker Punch / \ Wall, Big Balls, & Water Wall \ / | | | | Z=Z button | | -Press when directed in Sucker Punch | | Wall, Big Balls & Water wall | | | | | | \ / \ / \__/ _____________________________________________________________________________ |2.1.2 Motion [212m]| _____________________________________________________________________________ Wiimote Only -To jump between or on certain obstacles (Slippery Steps, Big Ball, etc.) -TO jump over the sweeper -To get out of the mud/water (flick) -To aim (Walk of Shame, aim and press B) Nunchuk Only -To start of down the ramp of the Wipeout Zone Wiimote & Nunchuk -To climb stairs/ladders (push up and down alternatively) -To swim/crawl (flick back and forth alternatively) -To cross the Tipsy Tables (push forward on the Analog Stick and hold the Wiimote vertical, moving it left and right to keep the players balance) -To swing on a rope (Hold A&B on the Wiimote and use both Wiimote and Nunchuk to swing. Let go off A&B to fall) ===================== ======================================================== | 3.Single Player | [3sin]| ===================== ======================================================== First off, insert the Ultimate Red Ball Challenge disc into the Wii and select the Disc Channel on the WIi menu to start the game. Use the Wiimote or Analog Stick to select Play Show. Select a character, choosing between Action Andy, Super Sonny, Sassy Saira or Dizzy Izzy. Seeing we have only just started, select Show 1, this is Easy. Under the selection of shows should be a list with the following titles on it: Qualifier, Sweeper, Dizzy Dummies and Wipeout Zone. They should be black now but if you come first in the event, you can receive a medal. You onlu a get a gold medal in first place, second doesn't win you anything. Now, let's get started! ______________________________________________________________________________ | 3.1 Show 1 [31s1]| ______________________________________________________________________________ Qualifier Before we start, we get an overview of the course and a poorley rendered Jill giving us a quick talk. Then we zoom in on our characters face and a 3-2-1 countdown begins. To start off, move the Analog Stick forward and navigate your way down slope and through the poles. Flick the Wiimote at the end to land on the platform. Move forward again to get to the Slippery Stairs. Flick the Wiimote to hop on the stairs and push the Nunchuk and Wiimote up and down alternatively to climb the stairs. You will then automatically slide down the other side. Move your way along the platforms to the Sucker Punch Wall. Everytime a glove near you is about to strike, it will glow yellow. Avoid these and use the Analog Stick to move right along the wall. If you get barely touched by a glove, a series of buttons will appear on your screen. Quickly tap these buttons in order to keep your balance and stay on the wall. If you are hit head on, you will fall straight into the mud. Depending on where the glove is, you can flick the Wiimote in the direction of the way you want to dodge, so you can jump, duck, or dodge left or right. In the mud, crawl to the other side by pushing the Wiimote and Nunchuk back and forth alternatively. I personally think crawling in the mud is quicker... Head up the ramp to the big balls. To jump onto the first, flick the Wiimote. Then, another series of buttons will pop onto the screen. This Show is Easy, so there are only 4 buttons. Press these quickly to jump to the next big ball. Continue this until you reach the other side. If you fall, swim to the ladder using the Wiimote and Nunchuk in a 'running' motion and climb the ladder the same why you climbed the Slippery Stairs. The last obstacle in this qualifier is the Bubble Bath. First, move forward using the Analgo Stick. Then hold A&B on the Wiimote and flick both the Nunchuk and Wiimote to swing. A meter will pop up and you need to let go of A&B a bit after the green section. If down correctly, you should land in the bubbles. If not, swim around to the platform and flick the Wiimote to hop on and stop the clock. Overall, if you do it perfectly, you should get a time of approx. 1 min. In this show, second place will normally get over 3:00, so no need to worry. The last two contestants are then eliminated. Sweeper-Classic Sweeper In this show, we only have the basic Classic Sweeper. Simply wait for it to come around and flick the Wiimote to jump over. Be careful though, because it takes a while for your person to crouch and launch his legs over the bar. It's very easy to flick the Wiimote too late and get caught out. But don't go too early either. As times goes on, the Sweeper gets faster and faster so you need to be flicking the Wiimote earlier and earlier. It takes practice but eventually, you will be able to last over a minute. In this easy show, second place only gets around 30 seconds and should be easy to beat. The last contestant is then eliminated. Dizzy Dummies-Tippy Tables The Dizzy Dummy itself has little to effect on you after the first few steps. You will start off strapped to the Dizzy Dummy and be spun for a few revolutions. Then you will be let loose and yuor screen will spin very slightly and your character will be hard to control, as far as walking is concerned. After a while, it all calms down and you can hop onto the spinning platform. Flick the Wiimote when you come near the first Tippy Table to hop on. Once on, you need to move forward with the Analog Stick while keeping the Wiimote vertical and moving it in order to keep your balanace. You will automatically move onto the next table. Beware however, because if you fall, you will be transported all the way back to the beginning. Balancig out the table is easy because you can see the way the whole table moves and be quick enough to counteract it. A good time is about 40 seconds, so you should easily come first, especially if you are first on the first Tippy Table, because no one can pass you. Only one contestant is eliminated. Wipeout Zone The final stage of Wipeout is a large event, but if done correctly, can be a breeze. To start, flick the Nunchuk to start off down the ramp. Us the Analag Stick to guide the player between the poles. Look for large gaps seeing they are on a tube. The faster you go, the more spectacular your launch at the end of the ramp. Swim to the end of the large log and use the same method as the Tippy Tables (push forward on the Analog Stick and hold the Wiimote vertical, moving it left and right to keep the players balance) to get to the Barrel Run. To jump the barrels, flick the Wiimote. You jump in the same way as you do the Sweeper, so be prepared for that. Once you have reached the top, the barrels stop falling and you automatically start on the Water Wall. One button will pop up everytime you move to another hand hole. Be quick but more importantly, accurate in pressing the buttons. If you fall off, swim to the ladder and climb back up. Once you've made it to the other side, you'll meet the Spinner. Watch for a gap in the poles and flick the Wiimote to jump. You will either be pushed into the water and automatically transported to the platform, or land on the Spinner. Flick the Wiimote agin to jump off the Spinner. The Log Roll, the next obstacle, has the same technique as both the log in the beginning of the Wipeout Zone and the Tippy Tables. Move forward and balance the Wiimote. If you fall, you get transported back. To jump onto the Launch Pads, flick the Wiimote. Flick it again as you land so you don't go flying over the edge and land safely. Do it again for the next launch pad and again to land on the final platform. Press A to finish. Jill gives you a trophy and you unlock the Slippery Stairs, the Bubble Bath and the Classic Sweeper for the section called, Create A Show. You also unlock the Infinity Sweeper in the Bonus section. ALso, Show 2 is now available to play. _____________________________________________________________________________ |3.2 Show 2 [32s2]| _____________________________________________________________________________ Qualifier Before we start, we get an overview of the course and a poorley rendered Jill giving us a quick talk. Then we zoom in on our characters face and a 3-2-1 countdown begins. To start off, move the Analog Stick forward and navigate your way down slope and through the poles. Flick the Wiimote at the end to land on the platform. Move forward again to get to the Hurtle Turtles. Simply flick forward the Wiimote and Nunchuk ALternatively to jump to either Hurtle Turtle. If you fall in the mud, simply crawl to the next stage. Move your way along the platforms to the Sucker Punch Wall. Everytime a glove near you is about to strike, it will glow yellow. Avoid these and use the Analog Stick to move right along the wall. If you get barely touched by a glove, a series of buttons will appear on your screen. Quickly tap these buttons in order to keep your balance and stay on the wall. If you are hit head on, you will fall straight into the mud. Depending on where the glove is, you can flick the Wiimote in the direction of the way you want to dodge, so you can jump, duck, or dodge left or right. In the mud, crawl to the other side by pushing the Wiimote and Nunchuk back and forth alternatively. I personally think crawling in the mud is quicker... Head up the ramp to the big balls. To jump onto the first, flick the Wiimote. Then, another series of buttons will pop onto the screen. This Show is normal, so there are 5 buttons. Press these quickly to jump to the next big ball. Continue this until you reach the other side. If you fall, swim to the ladder using the Wiimote and Nunchuk in a 'running' motion and climb the ladder the same why you climbed the Slippery Stairs. Last but not least is the Ball Swing. The motion is the same as the Bubble Bath except you land on top of a ball. First, move forward using the Analgo Stick. Then hold A&B on the Wiimote and flick both the Nunchuk and Wiimote to swing. A meter will pop up and you need to let go of A&B a bit after the green section. If down correctly, you should land in the bubbles. If not, swim around to the platform and flick the Wiimote to hop on and stop the clock. Overall, if you do it perfectly, you should get a time of approx. 1:10. In this show, second place will normally get over 2:40, so no need to worry. The last two contestants are then eliminated. Sweeper-The Crusher In this show, we only have the unusal Crusher. Simply wait for it to come around and flick the Wiimote to jump over. Be careful though, because it takes a while for your person to crouch and launch his legs over the bar. It's very easy to flick the Wiimote too late and get caught out. But don't go too early either. As times goes on, the Sweeper gets faster and faster so you need to be flicking the Wiimote earlier and earlier. It takes practice but eventually, you will be able to last over a minute. The balls make no difference In this normal show, second place only gets around 1 minute. seconds and should be easy to beat. The last contestant is then eliminated. Dizzy Dummies-Crazy Beams Dizzy dumies again but this time it's the Crazy Beams, slightly harder than the Tippy Tables. The Dizzy Dummy itself has little to effect on you after the first few steps. You will start off strapped to the Dizzy Dummy and be spun for a few revolutions. Then you will be let loose and yuor screen will spin very slightly and your character will be hard to control, as far as walking is concerned. After a while, it all calms down and you can hop onto the spinning platform. Flick the Wiimote when you come near the first Crazy Beams. If it is horizontal then you need to use the swimming motion very fast to get back on. If it's vertical then you need to hold the Wiimote straight in order to keep your balance. When you are either on the beam or balanced, then flick the Wiimote to go to the next one. Do this till you reach the end. A good time is 1:30 but be careful because there are two ways so the competition can pass you. Only one contestant eliminated. Wipeout Zone Exactly the same as last time. The final stage of Wipeout is a large event, but if done correctly, can be a breeze. To start, flick the Nunchuk to start off down the ramp. Us the Analag Stick to guide the player between the poles. Look for large gaps seeing they are on a tube. The faster you go, the more spectacular your launch at the end of the ramp. Swim to the end of the large log and use the same method as the Tippy Tables (push forward on the Analog Stick and hold the Wiimote vertical, moving it left and right to keep the players balance) to get to the Barrel Run. To jump the barrels, flick the Wiimote. You jump in the same way as you do the Sweeper, so be prepared for that. Once you have reached the top, the barrels stop falling and you automatically start on the Water Wall. Two buttons will pop up everytime you move to another hand hole. Be quick but more importantly, accurate in pressing the buttons. If you fall off, swim to the ladder and climb back up. Once you've made it to the other side, you'll meet the Spinner. Watch for a gap in the poles and flick the Wiimote to jump. You will either be pushed into the water and automatically transported to the platform, or land on the Spinner. Flick the Wiimote agin to jump off the Spinner. The Log Roll, the next obstacle, has the same technique as both the log in the beginning of the Wipeout Zone and the Tippy Tables. Move forward and balance the Wiimote. If you fall, you get transported back. To jump onto the Launch Pads, flick the Wiimote. Flick it again as you land so you don't go flying over the edge and land safely. Do it again for the next launch pad and again to land on the final platform. Press A to finish. Jill gives you a trophy and you unlock the Hurtle Turtles, the Ball Swing, The Crusher and the Crazy Beams. If you have won all 8 medals, then you will also unlock Hurricane Hugo, another character to play as. Show 3 is also now available to play. _____________________________________________________________________________ |3.3 Show 3 [33s3]| _____________________________________________________________________________ Qualifier Before we start, we get an overview of the course and a poorley rendered Jill giving us a quick talk. Then we zoom in on our characters face and a 3-2-1 countdown begins. To start off, move the Analog Stick forward and navigate your way down slope and through the poles. Flick the Wiimote at the end to land on the platform. Move forward again to get to the Walk of Shame. When you see a glowing pedestal, aim the Wiimote at the TV screen at the glowing pedestal and press B. Continue this to the very end. Move your way along the platforms to the Sucker Punch Wall. Everytime a glove near you is about to strike, it will glow yellow. Avoid these and use the Analog Stick to move right along the wall. If you get barely touched by a glove, a series of buttons will appear on your screen. Quickly tap these buttons in order to keep your balance and stay on the wall. If you are hit head on, you will fall straight into the mud. Depending on where the glove is, you can flick the Wiimote in the direction of the way you want to dodge, so you can jump, duck, or dodge left or right. In the mud, crawl to the other side by pushing the Wiimote and Nunchuk back and forth alternatively. I personally think crawling in the mud is quicker... Head up the ramp to the big balls. To jump onto the first, flick the Wiimote. Then, another series of buttons will pop onto the screen. This Show is hard, so there are 6 buttons. Press these quickly to jump to the next big ball. Continue this until you reach the other side. If you fall, swim to the ladder using the Wiimote and Nunchuk in a 'running' motion and climb the ladder the same why you climbed the Slippery Stairs. The 4th obstacle in this Qualifier is the Rope Swing. Basically the same motion as the other swings. Hold A&B near the rope but this time, move forward with the Analog Stick so as swing yourself around and fly through the air. Let go in the green meter part and land safely on the platform. Swim to the steps and onto the platform if you miss it. Overall, a decent time is 1:30 with the competition getting about 2-2:30. Two people eliminated. Sweeper-Double Trouble The Sweeper is back but this time with another pole on the other side. Easy. Simply wait for it to come around and flick the Wiimote to jump over. Be careful though, because it takes a while for your person to crouch and launch his legs over the bar. It's very easy to flick the Wiimote too late and get caught out. But don't go too early either. As times goes on, the Sweeper gets faster and faster so you need to be flicking the Wiimote earlier and earlier. It takes practice but eventually, you will be able to last over a minute. In this hard show, second place only gets around 1:30 and should be slightly more difficult to beat. The last contestant is then eliminated. Dizzy Dummies-Dock Maze Dizzy Dummies yet again with a harder version of Tippy Tables, the Dock Maze. You will start off strapped to the Dizzy Dummy and be spun for a few revolutions. Then you will be let loose and yuor screen will spin very slightly and your character will be hard to control, as far as walking is concerned. After a while, it all calms down and you can hop onto the spinning platform. Flick your Wiimote to hop onto the first Dock. Hold vertical your Wiimote and balance yourself but tilting left or right. After you are straight again, flick the Wiimote to hop onto the next Dock. Continue onto the end to be the winner. A good time is 1:00 but be careful because there are two ways so the competition can pass you. Only one contestant eliminated. Wipeout Zone Same as last time. The final stage of Wipeout is a large event, but if done correctly, can be a breeze. To start, flick the Nunchuk to start off down the ramp. Us the Analag Stick to guide the player between the poles. Look for large gaps seeing they are on a tube. The faster you go, the more spectacular your launch at the end of the ramp. Swim to the end of the large log and use the same method as the Tippy Tables (push forward on the Analog Stick and hold the Wiimote vertical, moving it left and right to keep the players balance) to get to the Barrel Run. To jump the barrels, flick the Wiimote. You jump in the same way as you do the Sweeper, so be prepared for that. Once you have reached the top, the barrels stop falling and you automatically start on the Water Wall. Three buttons will pop up everytime you move to another hand hole. Be quick but more importantly, accurate in pressing the buttons. If you fall off, swim to the ladder and climb back up. Once you've made it to the other side, you'll meet the Spinner. Watch for a gap in the poles and flick the Wiimote to jump. You will either be pushed into the water and automatically transported to the platform, or land on the Spinner. Flick the Wiimote agin to jump off the Spinner. The Log Roll, the next obstacle, has the same technique as both the log in the beginning of the Wipeout Zone and the Tippy Tables. Move forward and balance the Wiimote. If you fall, you get transported back. To jump onto the Launch Pads, flick the Wiimote. Flick it again as you land so you don't go flying over the edge and land safely. Do it again for the next launch pad and again to land on the final platform. Press A to finish. Jill hands over your trophy and the credits roll. You unlock Show 4 as well as the Walk of Shame, Rope Swing, Double Trouble and Dock Maze for the Create a Show section. If you have 12 medals by now, then you will unlock Jumping Jessica and the Unlimited Big Balls for the Bonus mode. _____________________________________________________________________________ |3.4 Show 4 [34s4]| _____________________________________________________________________________ Qualifier Before we start, we get an overview of the course and a poorley rendered Jill giving us a quick talk. Then we zoom in on our characters face and a 3-2-1 countdown begins. To start off, move the Analog Stick forward and navigate your way down slope and through the poles. Flick the Wiimote at the end to land on the platform. Move forward again to get to the Topple Towers, a popular obstacle in the TV series. They are quite easy in the game, so all you have to do is flick the Wiimote to land on the first Tower and again to get to the next. If you continually flick your Wiimote up and down really quickly, you simply go across without anything happening. Move your way along the platforms to the Sucker Punch Wall. Everytime a glove near you is about to strike, it will glow yellow. Avoid these and use the Analog Stick to move right along the wall. If you get barely touched by a glove, a series of buttons will appear on your screen. Quickly tap these buttons in order to keep your balance and stay on the wall. If you are hit head on, you will fall straight into the mud. Depending on where the glove is, you can flick the Wiimote in the direction of the way you want to dodge, so you can jump, duck, or dodge left or right. In the mud, crawl to the other side by pushing the Wiimote and Nunchuk back and forth alternatively. I personally think crawling in the mud is quicker... Head up the ramp to the big balls. To jump onto the first, flick the Wiimote. Then, another series of buttons will pop onto the screen. This Show is expert, so there are 7 buttons. Press these quickly to jump to the next big ball. Continue this until you reach the other side. If you fall, swim to the ladder using the Wiimote and Nunchuk in a 'running' motion and climb the ladder the same why you climbed the Slippery Stairs. The final obstacle for the last Qualifier is the Ring Swing. Hold A&B to grab onto the swing itself and flick both the Wiimote and Nunchuk to go flying. Let go of A&B when the meter is at the green section. You should then have to aim your Wiimote at the hole in the ring and press B to go on through and stop the clock. Swim to the stairs if you fall. Sweeper-The Hoop Same old sweeper with a giant hoop. Simply wait for it to come around and flick the Wiimote to jump over. Be careful though, because it takes a while for your person to crouch and launch his legs over the bar. It's very easy to flick the Wiimote too late and get caught out. But don't go too early either. As times goes on, the Sweeper gets faster and faster so you need to be flicking the Wiimote earlier and earlier. It takes practice but eventually, you will be able to last over a minute. The balls make no difference In this normal show, second place only gets around 1:30 and should be difficult to beat. The last contestant is then eliminated. Dizzy Dummies-Teeter Totters You will start off strapped to the Dizzy Dummy and be spun for a few revolutions. Then you will be let loose and yuor screen will spin very slightly and your character will be hard to control, as far as walking is concerned. After a while, it all calms down and you can hop onto the spinning platform. Flick the Wiimote to hop onto the first Teeter Totter. Use the stair motion (up and down alternatively) to climb the rope. As the Teeter Totter overbalances to swing to the other side, flick the Wiimote to hop onto the other Teeter Totter. Continue this again to get to the platform. A good time is 0:40 but be careful because there are two ways so the competition can pass you. Only one contestant eliminated. Wipeout Zone Same again, not too much harder, just harder opposition. The final stage of Wipeout is a large event, but if done correctly, can be a breeze. To start, flick the Nunchuk to start off down the ramp. Us the Analag Stick to guide the player between the poles. Look for large gaps seeing they are on a tube. The faster you go, the more spectacular your launch at the end of the ramp. Swim to the end of the large log and use the same method as the Tippy Tables (push forward on the Analog Stick and hold the Wiimote vertical, moving it left and right to keep the players balance) to get to the Barrel Run. To jump the barrels, flick the Wiimote. You jump in the same way as you do the Sweeper, so be prepared for that. Once you have reached the top, the barrels stop falling and you automatically start on the Water Wall. Four buttons will pop up everytime you move to another hand hole. Be quick but more importantly, accurate in pressing the buttons. If you fall off, swim to the ladder and climb back up. Once you've made it to the other side, you'll meet the Spinner. Watch for a gap in the poles and flick the Wiimote to jump. You will either be pushed into the water and automatically transported to the platform, or land on the Spinner. Flick the Wiimote agin to jump off the Spinner. The Log Roll, the next obstacle, has the same technique as both the log in the beginning of the Wipeout Zone and the Tippy Tables. Move forward and balance the Wiimote. If you fall, you get transported back. To jump onto the Launch Pads, flick the Wiimote. Flick it again as you land so you don't go flying over the edge and land safely. Do it again for the next launch pad and again to land on the final platform. Press A to finish. Jill gives you another trophy. You unlock the Topple Towers, Ring Swing, The Hoop and Teeter Totters for the Create a Show mode and you get the Unlimited Sucker Punch Wall for Bonus if you have 16 medals. _____________________________________________________________________________ |3.5 Create a Show [35cr]| _____________________________________________________________________________ Create a Show is the mode that allows you to pick obstacles from any show and combine them into the one show. You are only allowed to pick from the obstacles that you have unlocked after you win each show. The compulsory obstacles include the Sucker Punch Wall, the Big Balls and the Wipeout Zone. The first and last obstacles in the Qualifier are up for grabs, the type of Sweeper is there for you to choose and the obstacle for the Dizzy Dummies is also for your choice. Challenge yourself with harder obstacles to see if you can beat the CPU's no matter what the obstacle course is. _____________________________________________________________________________ |3.6 Bonus Mode [36bo]| _____________________________________________________________________________ Bonus Mode is the place where you get to play the three unlockable, timeless events from the Shows. They are the Sweeper, the Big Balls and the Sucker Punch Wall. The object in this area is to last as long as you can on either event to post a high score, the longer you survive, the better. Each event gets harder as time progresses and it is a good way to see how you fare against friends or family. You can only unlock these events by completeing certain Shows (see either the Shows or the Unlockables section). ===================== ======================================================= |4.Multi-player | [4mul]| ===================== ======================================================= Multi-player is a Show with 2-4 players competing. There are no CPU's to play against and any prizes you win are only for Multi-player mode, not single. In the characetsr selection screen, press + to add a new player. Players take turn to play in the Qualifier and Wipeout Zone but are competing directly with each other in the Sweeper and Dizzy Dummies. Winning is based not on how quick their time is in the Wipeout Zone, but how many points they can achieve by placing highly in each event.As far as points are concerned, which ever player comes first will always get 3 points, no matter how many people are playing. Second will always get 2 points, third will recieve 1 and last place gets nothing. The player with the most points at the end of the Wipeout Zone is the winning, whether they posted the fastest time in the Wipeout Zone or not. In the Bonus mode, players compete against each other in which ever unlimited event they choose. Everyone keeps playing until the last person fails. The high scores are recorded on the Bonus mode screen when the event is highlighted. ===================== ======================================================= |5.Unlockables | [5unl]| ===================== ======================================================= |5.1 Shows [51sh]| _____________________________________________________________________________ Use the following table to unlock harder and more advanced Shows: Show 2 - Win Show 1 Show 3 - Win Show 2 Show 4 - Win Show 3 _____________________________________________________________________________ |5.2 Characters [52ch]| _____________________________________________________________________________ Use the following table to unlock more characters. Win events to earn medals: Hurricance Hugo - Earn 8 medals Jumping Jessica - Earn 12 medals _____________________________________________________________________________ |5.3 Events [53ev]| _____________________________________________________________________________ Use the following table to unlock more events for Create a Show: Slippery Stairs - Win Show 1 Bubble Bath - Win Show 1 Classic Sweeper - Win Show 1 Tippy Tables - Win Show 1 Hurtle Turtles - Win Show 2 Ball Swing - Win Show 2 The Crusher - Win Show 2 Crazy Beams - Win Show 2 Walk of Shame - Win Show 3 Rope Swing - Win Show 3 Double Trouble - Win Show 3 Dock Maze - Win Show 3 Topple Towers - Win Show 4 Ring Swing - Win Show 4 The Hoop - Win Show 4 Teeter Totters - Win Show 4 Use the following table to unlock more events for the Bonus mode: Unlimited Sweeper - Earn 4 medals Unlimted Big Balls - Earn 8 medals Unlimited Sucker Punch Wall - Earn 18 medals ===================== ======================================================= |6.Legal Stuff | [6leg]| ===================== ======================================================= I do not care who uses my FAQ. Do not send me an email about permission to use it because I will ignore you. If you want to host my FAQ, host it. I want full credit for all my work so please make sure that you know it was me who made it, rockerman2828. As common courtesy, i would like to receive an email of notification if you wish to host my FAQ on your site. Copyright 2010 rockerman2828 All rights reserved. ===================== ======================================================= |7.Conclusion & Thanks| [7con]| ===================== ======================================================= I have made my first walkthrough and am very happy. I hope it helps you with anything you need and just remember, if you have any questions or something you'd like me to add to the FAQ, please send me an email at [email protected] Thanks a lot to me, my computer and GameFAQ's for having the best gaming site on the net. Hope to make more FAQ's as time goes on. Thanks again. END OF WALKTHROUGH