Mario Power Tennis is a 2004 sports video game developed by Camelot Software Planning and published by Nintendo for the GameCube. It is the sequel to the Nintendo 64 title Mario Tennis, and is the third installment of the Mario Tennis series. The game was ported for the Wii in 2009 as part of the New Play Control! series, and was also re-released as a Nintendo Selects title in 2012. A companion handheld game, Mario Tennis: Power Tour, was also released on Game Boy Advance around the same time as the original GameCube release, bearing the same title as Power Tennis in Europe.
Power Tennis incorporates multiple characters, themes, and locations from the Mario series. The game includes standard tennis matches, but contains variants that feature different scoring formats and objectives. Other variants include "Gimmick" courts, thematic areas with components and properties that directly affect gameplay. The game has 18 playable characters, each categorised by their style of play and each with a pair of unique moves known as "Power Shots". Power Tennis was developed simultaneously with Mario Golf: Toadstool Tour, and the pair shared similar technology and concepts with each other during production. Such similarities include an emphasis on the Mario theme in characters and settings as well as alternative game modes such as "Ring Shot".
The GameCube version was positively received in general, attaining an aggregate score of 81 percent from GameRankings and 80 out of 100 from Metacritic. Critics praised the game's depth and variety, but criticised the Power Shot animations, which could not be skipped. The Wii version in contrast received a more mixed reaction, with praise for the graphics and multiplayer but criticism for its inaccurate motion controls. In 2010, it was included as one of the games in the book 1001 Video Games You Must Play Before You Die.
Gameplay
thumb|left|[[List of Mario series characters#Petey Piranha|Petey Piranha in the Tic-Tac-Glow Special Game]]
Mario Power Tennis includes variations of tennis matches consisting of characters, courts, and scenarios based on the Mario series. The range of courts includes the standard three types of tennis court, but consists predominantly of those themed upon games in the Mario series, known as "Gimmick" courts. As well as adopting the style aesthetically, these feature thematic elements that influence how the match will be played on that surface, such as the ghosts in the Luigi's Mansion court, which hinder movement when the character comes into physical contact with them. The player acquires the points whenever a winning shot is made adhering to standard rules; the match is won once the predetermined number of points is equaled or surpassed. A similar mode, "Item Battle", involves the characters using items based on the Mario universe to interfere with each other's game and gain an advantage.
The central mode of the game is "Tournament Mode", which comprises a set of events with accumulating difficulty. This set of events must be finished successfully to unlock playable characters. This mode can be completed either in "doubles" or "singles", and is divided into Gimmick courts and standard courts. a reference to Super Mario Sunshine. Power Tennis supports the option for four-player multiplayer, which can be accessed during "Exhibition Mode", Inherent in each character is a set of two unique moves known as "Power Shots". The game was first unveiled in a 2002 issue of the Japanese magazine Famitsu, and was later presented at the E3 conference of 2004. Before release, the brothers discussed multiple developmental processes in an interview with Famitsu. Camelot had been working on a previous GameCube version of Mario Tennis, but discontinued the project and began again using ideas and technology from Mario Golf: Toadstool Tour, which was being developed simultaneously with the game.
Following release, IGN interviewed Hiroyuki regarding the development of the game. He revealed that Camelot had received co-operation from Nintendo in relation to voice acting and animation, which Takahashi stated as "contributing quite a bit to the improvement of the game's graphics". Takahashi proceeded to explain why the role-playing game elements that were present in Mario Tennis were excluded from Power Tennis, stating that he felt they were more suitable for the "deep single-player experience" present in portable consoles. Regarding the themed courts in the game, he explained that the concepts were conceived during long brainstorming sessions, with courts selected that would both remind gamers of older Mario games and introduce new gamers to Mario games they may not have played. When questioned regarding difficulties in developing the game, Takahashi noted the effort used in making the opening sequences, developing the Special Games, and animations, which caused problems with meeting the schedule. Although there was speculation about online capabilities before release, Takahashi refrained from making the game online-compatible due to fear of lagging problems, stating "I don't think you can play a tennis game online under the current Internet environment and feel satisfied". Nintendo also released an online questionnaire regarding players' habits and preferences in relation to tennis as a part of their Who Are You? campaign.
Nintendo announced in 2008 that they would be re-releasing the title as part of their New Play Control! selection, which feature added Wii controls. The game can be controlled using the Wii Remote and optional Nunchuk attachment, allowing the player to trigger actions such as forehands and backhands by swinging the Remote like a tennis racket. It was released on January 15, 2009, in Japan and in March 2009 in other countries. This version of the game served as inspiration for the Swing Mode introduced in Mario Tennis Aces, which was created as an attempt to improve on its inaccurate motion controls. The developers acknowledged the flaws and limitations of the motion controls in this version by stating that they "couldn't really differentiate the shots" and ended up being "far from what [they] wanted", and called the new Swing Mode "revenge" for the attempt.
Reception
The GameCube version of Mario Power Tennis enjoyed a generally positive reception, with reviewers complimenting the variety of play and multiple minigames available. GameSpot named it 2004's "Best Alternative Sports Game" across all platforms. GameSpys Raymond Padilla lauded the game's use of characters and the player categories, stating "When you put it all together, you have a broad cast of characters, each of whom offers a different feel." Eurogamers Tom Bramwell welcomed Power Tenniss style, which he said emphasized gameplay over simulation and realism.
The gameplay features introduced to the game received a mixed response. IGN noted that the Special Games varied in quality between different games, with Casamassina commenting that "they certainly don't make or break the experience."
Most critics praised Power Tenniss presentation, with reviewers noting the game's opening sequence especially. Power Tennis sold 139,000 copies during its first week of release in Japan, and sold 377,000 copies altogether in the country from release to December 31, 2006. Power Tennis had sold 296,893 units in North America by January 31, 2005. The game was at fifth position in the Australian GameCube sales charts from October 16 to October 29, 2005. During the 8th Annual Interactive Achievement Awards, Mario Power Tennis received a nomination for "Console Action Sports Game of the Year" by the Academy of Interactive Arts & Sciences.
In spite of the mostly positive reception the GameCube version held, the reception for the Wii remake was mixed. It holds an average score of 65/100 and 68.19% at Metacritic and GameRankings respectively. X-Play editor Dana Vinson similarly disliked the controls, also describing the act of releasing GameCube titles for the Wii with motion controls as being lazy. GamePro editor Dave Rudden criticized the game for adding multiple moves into Wii Remote motions, commenting that it would have to be "twice as responsive" for it to work. Eurogamer editor Oli Welsh criticized both the inaccurate controls and limited improvements, stating that Wii Sports is a superior alternative. While GameDaily editor Robert Workman criticized the motion controls, he stated that everything else works. He also describes it as being mildly enjoyable with three other friends.
In spite of the negative reception, the Wii version has had some positive reception. While Official Nintendo Magazine UK editor Tom East similarly bemoaned the motion controls, he felt that the multiplayer still held up, as it becomes balanced since the other players would have the same problems with the controls. 1UP.com editor Justin Haywald agreed, stating that while it made single player modes difficult, the game was meant to be played with friends. Game Informer editor Matt Helgeson, however, found the motion controls to be good, commenting that other developers should learn from Nintendo. In spite of this, fellow Game Informer editor Matthew Kato described the controls as being only so-so. In the first four days of the Wii version's release in Japan, Mario Power Tennis sold 56,000 copies. By January 3, 2010, it had sold 205,070 copies in Japan.
