Sonic and co. get back into the swing of things...
Following last year's stunning Virtua Tennis 3 and the ongoing successes of Wii Sports Tennis, Sega Superstars Tennis must have been a no-brainer for the ideas guys at Sega HQ. In the vein of Nintendo's Mario Strikers and the Mario Tennis series, Sega Superstars Tennis combines favoured company mascots (in this case Sonic, Tails, AiAi and co) with themed areas and pick-up-and-play sporting gameplay, delivering online play on next-gen versions and motion-sensing control on Nintendo's console.
It's that unique control which saw us look at the Wii version of Sega Superstars Tennis first. Using the Nunchuk to move your character and the Wiimote to swing is a first for a Wii tennis title (Wii Sports moves the players for you), and will be many people's preference, as well as being Sega's recommended way to play Sega Superstars Tennis.
False promises?
But that's actually a bit of a false promise, because playing with the Nunchuck-Remote method, Sega Superstars Tennis has you aiming shots with the Nunchuk analogue instead of the Wii gyroscope – so arm movements merely replace the act of pressing a button. It's a tradeoff really; the Wiimote feels less like a tennis racket, but being able to guide your character around the court is welcome.
The Wiimote-only control method is a bit of a mixed bag, too. Gyroscopic aiming makes Sega Superstars Tennis feel like Wii Sports, and there's an added option to use the D-pad to move your character – but alas, Sega don't seem to have mastered the Wiimote as Nintendo did, so shots in Sega Superstars Tennis aren't as responsive; while moving with the D-pad just confuses when you're swinging the Remote. Both modes have you holding the A button to lob and B button for drop shots, but for our money the Nunchuk option is the more enjoyable.
Sega Superstars Tennis feels like a colourful, novelty-filled and easier to play version of Virtua Tennis 3.
The third option sees you turn the Wiimote sideways, using the d-pad to move and 1 and 2 for top spin and slice shots; pressing both together to lob. You can also plug in a GameCube pad or Classic Controller if you choose, mimicking the control method for the other console versions of Sega Superstars Tennis – which themselves are based upon the tried and tested Virtua Tennis formula.
Indeed, Sega Superstars Tennis feels like a colourful, novelty-filled and easier to play version of last year's tennis great. While rallies aren't as deep or tactical, characters are still based on individual traits, in this case speed, power, spin, control or good all-round play, with the eight initial competitors joined by eight unlockable ones from Sega's past, such as Golden Axe's Gillius and Alex Kidd. Each has their own superstar move, accessible after enough successful shots, and using these at the right time can prove pivotal during rallies.
The courts, meanwhile, simply ooze the feel of the games they're based on. From the sandy, cacti-framed Samba de Amigo court and its Samba de Janeiro soundtrack to Sonic's Green Hill Zone inspired play area, Ulala's futuristic Space Channel 5 setting and more, Sega Superstars Tennis a wonderful tribute to Sega's heyday.
A wonderful tennis timesink
As are Sega Superstars Tennis' many minigames. Like those in VT3 they're based around much more than mere te