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Wii Sports Resort
Bowling Guide
July 30th, 2009
By: shadowmathfreak (Jeffrey Feng)
Copyright (c) 2009 Jeffrey Feng
Version 1.0
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Legal Notice
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This FAQs may not be reproduced except for private or personal use. The
only site allowed to host this FAQ is http://www.gamefaqs.com. If you want
to host this guide, send me an e-mail, and I will most likely say yes. I
don't mind you using my guide, but please give me credit whenever necessary.
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Contact Information
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If you see any errors in my FAQ, want to make suggestions, or ask me other
things, send me an e-mail at jafeng416@hotmail.com. If you do, put
"Wii Sports Resort" in the topic title. I'll do my best to respond to all
e-mails, though I might not be able to.
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Version History
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Version 1.0
-Added introduction
-Added controls
-Added details for each of the three games
-Added the stamps for each of the three games
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Table of Contents
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1. Introduction
2. Controls
3. Standard Game
4. 100-Pin Game
5. Spin Control
6. Credits
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1. Introduction
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Bowling is one of the twelve sports available in Wii Sports Resort. It was
also originally one of the five sports available in the previous game Wii
Sports. With the introduction of the Wii MotionPlus, you are now able to make
more accurate shots. There are three types of bowling games: The Standard
Game, the 100-Pin Game, and Spin Control.
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2. Controls
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The controls for bowling are fairly straightforward. First off, there is no
need for the Nunchuck for bowling. All you need is the Wii MotionPlus.
To swing, hold the Wii Remote next to the side of your body, press the B
button, then pull back, then finally swing in front of you. You can also add
spin to your swing depending on how much you twist your Wii Remote to the
left or right.
For bowling, there are two styles of play: Automatic, and Manual. In
Automatic mode, when you hold B and swing, the ball will leave your hand
while you are still holding down the B button. This mode is recommended for
beginners. Manual mode is the same, except when you swing, you must release
the B button at the same time the ball is expected to leave your hand. This
mode is recommended for those who have played bowling in the original Wii
Sports.
You can also adjust your position and the angle of your throw. To adjust your
position, use the left and right buttons on the Wii Remote's D-Pad until you
are in a position you are comfortable with. To adjust the angle of your throw,
push the A button on the Wii Remote, then use the left and right buttons on
the D-Pad until you are at an angle in which you are comfortable with. These
techniques are extremely crucial in Spin Control.
To zoom in on the bowling pins, push up on the D-Pad. I don't really use this
function, but for those who want to make extremely accurate shots, I guess
it's handy.
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3. Standard Game
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In a standard game, you attempt to knock down 10 bowling pins per frame, with
ten frames total. Frames one through nine consists of two rolls, while the
tenth frame consists of up to three rolls, depending on the situation.
Here are some terminology:
Strike: All ten pins are knocked down on the first roll of the frame.
Spare: All ten pins are knocked down within the second roll of the frame.
Split: At least two pins are standing with a gap between them.
Gutters: The two troughs on either end of the bowling lane. If the ball ends
up in either gutter then you won't score any points on that roll.
On the tenth frame, it is possible to be allowed a third roll. To do so, you
must get a strike or a spare, then you will be allowed a bonus roll. However,
if you fail to knock all ten pins down by your second roll, the game will end
there.
The scoring for bowling is a little hard to understand. First off, however
many pins you knock down is how many points you accumulate. However, you may
earn more points if you score strikes and spares. If you make a spare, your
next immediate roll will be worth double points. A strike will make your
next two rolls worth double points. So you can see that your score can vary
drastically depending on how many strikes and spares you get. The highest
possible score is 300 points, which is a perfect game.
However, the scoring here is a little iffy. I have yet to figure out how the
scoring works for bowling here in Wii Sports Resort. I will put it here if I
ever figure it out.
Stamps:
In Wii Sports Resort, you can unlock achievements in the form of stamps.
Basically, you get a stamp if you complete a special task in a game. Some
stamps are easy to collect, others may be extremely frustrating to get, and
others will be easy to collect once you've practiced for a while. Note that
you cannot get stamps if you are playing with more than one person; you must
be playing single player.
In a Standard Game, there are five stamps that you can collect:
Gobble Gobble: Get a Turkey, or in simpler terms, bowl three strikes in a
row.
Tips: Once you've done bowling for a while, you'll start to be able to
get strikes more easily, and you'll eventually be able to bowl
three strikes in a row. This stamp is borderline: it's not that
hard to get, but it requires practice to be able to get this
stamp.
Split Spare: Complete a spare after getting a split on your first throw.
Tips: As mentioned above, a split is when you knock over the lead pin,
but at least two pins are standing with an obvious gap between
them. If you aren't sure if you have a split, look at your
current frame. You know you have a split if there is a circle
around the number of pins you knocked down on your first roll.
The easiest way to achieve this stamp is to curve the ball in a
way so that the pin you knock down will travel towards the
remaining pin(s) and knock them down as well. To do this you must
master the art of spin. Without it it's near impossible to
achieve this. For example, I get a split, and decide I will
initially hit the left pin into the right pin. I would have to
hit the left pin so that the bowling ball hits the LEFT SIDE of
the left pin, so it will travel in the rightwards direction and
hit the rightmost pin. It is possible to achieve this without
spin, but it is still easier to achieve this using spin. This
stamp isn't hard to collect, but it is definitely one of the
more challenging ones.
High Roller: Get at least 200 points or more.
Tips: Practice, practice, practice! You'll have to get mostly strikes
and spares to accumulate at least 200 points. There is little
room for error. This stamp is a little hard to get, but it
becomes easier once you've played for a while.
Pin Dropper: Score a strike or spare on every frame (except the third throw of
the tenth frame, which doesn't count).
Tips: Again, the only way to get this stamp is to practice! After a
while strikes and spares will be easy to achieve. This stamp is
about the same difficulty as the High Roller, except maybe
slightly easier.
Perfect Game: Bowl 12 strikes in a row!
Tips: Again, like the previous two, practice! Except you'll probably
be pulling your hair out trying to get this stamp. Even the most
talented Wii Sports bowlers have an incredibly hard time bowling
twelve strikes in a row. This is one of the most difficult
stamps to achieve in bowling, if not the whole game.
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4. 100-Pin Game
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The second game for the Bowling section is the 100-Pin Game. It functions
like the Standard Game, except instead of ten pins, you get to knock down
100 pins! That's ten times the fun! The scoring is exactly the same, except
you now have to deal with 100 pins instead of 10. Therefore the max possible
score for the 100-Pin game is 3000 points.
Another thing to note is that gutter guards are now present, so you don't
have to worry about rolling the bowling ball into the gutter! How nice!
Stamps: Like with the Standard Game, the 100-Pin Game has its own sets of
stamps.
Super Strike: Knock down all 100 pins with one huge strike!
Tips: You'll easily achieve this in no time. After a couple games you
are bound to get at least one strike. This is one of the easiest
stamps to get, since you only have to achieve one strike.
Split Spare: Complete a spare after getting a split on your first throw.
Tips: This stamp is similar to the stamp in the Standard Game. Get
a split on the first throw, then complete a spare on the second.
However I've never been able to achieve this. I can't even get
my initial roll to have a circle around it. If someone achieves
this please e-mail me. I'm still trying to figure how to get
this.
Off the Wall: Hit the gutter guard once, then get a strike.
Tips: The easiest way to achieve, at least in my experience, is to
only adjust the angle of your throw. Do not adjust your
standing location. Look on either side of the gutter guard. You
should see the words Wii Sports Resort written a few times on
each guard. You want to bowl into the area between the second
and the third Wii Sports Resort (the words themselves) from the
one closest to you. This is about 70 degrees from the negative
x-axis, for those of you that want to figure it out
mathematically. Do not use spin for this one. By hitting around
that location you should be able to hit the lead pin, or at
least very close to it. Adjust your angle if needed. This stamp
requires a little luck to get, but otherwise isn't very hard.
Secret Strike: There is an unusual way to get a strike. Rumors says it has
something to do with the gutter guards...
Tips: For those of you that played Bowling in the original Wii
Sports, a few of you might know that in the Power Throws
Section of the Training section, on the last frame, rolling
the ball into a secret location will net you a strike. This is
exactly the same in the Wii Sports Resort version of bowling.
That location is behind either ends of the gutter guards.
Basically you must roll the ball on TOP of the gutter guard
and pray it does not fall down before it reaches the end where
the location is. The easiest way to do this is to move as far
right or left as possible, then change the angle slightly
depending on which end you are on. Swing the ball onto the
gutter guard with VERY LITTLE spin, because if you don't put
any, it's going to fall off eventually. Hitting the secret
location will cause a mini-earthquake, then all pins will fall
down, netting you a strike. Right handed people should use the
right guard, and lefties should use the left guard. This stamp
is difficult to get, because it requires skill and a little
luck.
Pin Dropper: Score a strike or spare on every frame (except the third throw of
the tenth frame, which doesn't count).
Tips: This is exactly like the Standard Game stamp, except with 100
pins instead of 10. It's slightly harder to get with more pins,
but otherwise exactly the same.
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5. Spin Control
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Remember back in Wii Sports, in the training section, where you tried to pick
up spares, except barriers were placed in front of you to make it more
challenging? Well that game returns to Wii Sports Resort, except now it is in
the form of a standard game instead of a training section.
In Spin Control, you play a standard game, except now, you will have barriers
that block the ball in certain areas of the bowling lane, making it more
challenging to net strikes and spares. This is why your standing location and
spins are crucial in this part of the game.
For these frames I'm giving tips on how to get strikes. I will not give
tips for spares, because there are many possible outcomes for spares.
Frame 1:
There is a small barrier in your immediate front, but nothing more.
Tips: Just adjust yourself so that you are standing on the right or left side
of the bowling lane, and not in the middle. Put some spin in your throw,
and watch the ball knock down the pins. Another way is to adjust
yourself to the right or left, change your throw angle from there, then
throw. This is for the people that do not want to put spin in their
throws.
Frame 2:
There is a barrier a little over half the width of the bowling lane about
40% into the lane, and a small barrier moving left and right in your immediate
front.
Tips: This is an intermediate level frame, but it's not difficult once you
get into a comfortable position. Stand to the far right but don't get
too close to the gutter. Throw a spin ball at a time when the moving
barrier isn't interfering with your throw. Like the frame before, you
can also adjust yourself to the right, adjust your angle accordingly,
and throw if you do not want to put spin in your throw.
Frame 3:
There are two small barriers near the gutter edges about 40% down the bowling
lane.
Tips: This is a fairly easy throw. The easiest way to net a strike is to
simply throw the ball down the lane with little to no spin down the
middle. Adjust it so that the ball hits slightly to the left or right
of the lead pin, so that it makes getting a strike easier.
Frame 4:
There is a barrier that covers about 65% of the bowling lane on the right
side 40% down the lane, and a tiny moving barrier a little halfway down the
lane.
Tips: This is about a medium difficulty throw. Adjust yourself so that you
are close to the left gutter but not too close, then spin the ball to
the right when the barrier isn't interfering. Don't put too little or
too much spin, otherwise you'll either knock down few pins, or you
might spin the ball into the gutter.
Frame 5:
You now have two small moving barriers, one about 40% down the lane, and one
in your immediate front.
Tips: This is one of the more challenging throws. You have to throw the ball
when both barriers are not interfering. Notice the barrier closer to
you moves faster. Move yourself to either the left or right side. The
best time to throw is when the further barrier hits the side before
the closer one does on the same side. Throw the ball when the barriers
are moving away from the area you want to bowl.
Frame 6:
There are three small barriers. Two of them are on the left and right side of
the lane 65% down, while the other is in the middle in your immediate front.
Tips: Another challenging throw, but in my opinion not as difficult as the
previous, since these barriers aren't moving. Move to the left or right
side of the lane, adjust your angle accordingly, and put some spin in
your throw when you bowl. This frame isn't hard once you get the hang
of it, but it's easier to hit the barriers if you aren't careful.
Frame 7:
There are six barriers in this frame. Four of them are decent-sized barriers,
with each covering about 35% of the lane standing on both the right and left
sides of the gutters. Two of them are 75% into the lane, while the other two
are in your immediate front. There are also two small moving barriers 45%
down the lane.
Tips: This is a hard throw. You're allowed only LITTLE AMOUNTS of spin, as
even some spin will cause the ball to hit the furthest barriers, earning
you zero points for that throw. Stand in the middle, move SLIGHTLY to
the left or right, and throw the ball with little to no spin when the
middle barriers aren't interfering with your throw. What makes this
throw hard is the fact there are many areas which you cannot throw
the ball into.
Frame 8:
There are two decent-sized barriers. Both take up 75% of the lane on the right
side, and they are 40% and 70% down the lane. There are also two tiny moving
barriers, one about halfway down the lane, and the other in your immediate
front.
Tips: The hardest throw yet. You have to stand to the left side of the lane
and spin the ball to the right. On top of that you have to avoid the
moving barriers. Notice again the barrier closer to you moves faster
than the one further down. Apply same tips for the moving barriers
from Frame 5 here, and practice, practice, practice!
Frame 9:
You have a barrier that covers half the lane on the left side halfway down the
lane. Another barrier is in your immediate front that covers the middle
portion of the right lane.
Tips: Another throw that requires a little work, but is easy once you get the
hang of it. Move yourself to the left, adjust your angle to the right
accordingly, and bowl while spinning the ball to the left. You must put
spin if you are to net a strike, or hit all pins for that matter. You'll
never get a strike or spare if you attempt to throw without spins.
Frame 10:
This is an open frame (no barriers).
Tips: Since you have no barriers, this is exactly like a standard frame. You
know what to do!
Stamps: Even the Spin Control has its own set of stamps!
One for All: Knock down at least one pin in every frame.
Tips: This is not really that hard to achieve. Unless you're
constantly bowling gutters, then you're bound to hit at least
one pin per frame. This is an easy stamp to achieve.
Split Spare: Complete a spare after getting a split on your first throw.
Tips: This functions exactly like the previous two games. However,
in my opinion this is harder because you now have barriers that
make it harder to achieve a split spare. For most split spares
here you'll have to put more spin than usual to hit the pins
closer to the gutters. Practice makes perfect!
Head First: Knock down the headpin in every frame.
Tips: Once you've bowled for a while, you're bound to knock down
the headpin every time even with all the barriers. Another easy
stamp, though not at easy as One for All.
English Major: Score at least 170 points without hitting a single barrier.
Tips: This is another hard achievement. You must avoid hitting
barriers at all costs. At the same time you must pick up some
strikes and spares in order to have a high chance of scoring
at least 170 points. Practice your spin so you don't hit any!
Even the slightest touch of the barriers is unacceptable in
this case. This will take a while to pull off, but it is
definitely not as hard as a perfect game.
Pin Dropper: Score a strike or a spare on every frame (except the third throw
of the tenth frame, which doesn't count).
Tips: Like the previous two, this is exactly the same, except harder
will all the barriers in front of you. Again, just practice,
and eventually strikes and spares will be easy to pull off!
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6. Credits
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Credits:
-Wikipedia, for information on how scoring in bowling works.
-SBAllen, and CJayC before him, for running such a wonderful site.
-Nintendo, for making such an awesome game.