Mario Tennis: Power Tour Mario Tennis WalkthroughFAQ v1.2
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Mario Tennis: Power Tour Mario Tennis WalkthroughFAQ

by neo14789   Updated to v1.2 on
Copyright Info
This FAQ is currently available on Neoseeker (www.neoseeker.com) and is credit by Josh M. (neo14789)

Update History
1.04 Fourth Version.

Navigation Note
The identifiers I use in the Table of Contents will be used in the actual
document, so you can just Find the part you are looking for by hitting Ctrl+F
and typing in the letter and number combo that you want to go to.

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Table of Contents
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Copyright Info and Update History

Navigation Note

Section 1:Controls and Techniques

Section 2:Walkthrough:Power Tour

Section 3:Beginnings of Power Tour
                  3a:Junior Class:Singles
                                        Junior Class:Doubles
                  3b:Senior Class*Incomplete
                  3c:Varsity Class*Incomplete

Section 4:Island Open and Aftermath

Section 5:Training Center and Power Shot Training

Section 6:Miscellaneous Info and FAQs

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Section 1:Controls and Techniques

The controls here aren’t too hard to work, especially if you’ve played a past
Mario Tennis game.  The controls for in the field (Power Tour) and in menus:

A Button: Confirm choice; examine; talk
B Button: Cancel choice; run (Power Tour)
START: Open the Pause Menu
D-Pad: Move around; select menu item
L/R/SELECT: Not used

The controls for in-game work a bit differently depending on what’s going on,
and also by the control style.  But in general:

A Button: Hit with topspin; toss ball (serve); drop shot (after pressing B);
Offensive Power Shot (while holding R and full Power Gauge)*; dive shot**
B Button: Hit with slice; toss ball (serve); lob shot (after pressing A);
Defensive Power Shot (while holding R and full Power Gauge)*; dive shot**
L Button: Dive for ball (press A or B to impact)**; cancel charged shot
R Button: Check Power Gauge***; Offensive Power Shot (press A to impact)*;
Defensive Power Shot (press B to impact)*
START: Open the Pause Menu (before the serve)
D-Pad: Move around; direct ball (while charging, but before impact)
SELECT: Not used
* - In Normal style, the Power Shot is selected automatically based on distance
to the ball and its current location (and your Power Shots).  In Easy style, a
Power Shot is used automatically if the Power Gauge is full and you don’t select
a lob or drop shot by the time the ball arrives.
** - In Normal and Easy styles, the character will dive automatically if a
normal attack on the ball will not reach it.
*** - In Easy style, the Power Gauge is always displayed; thus, since Power
Shots are automatic, the R Button is not used.

There are also a few special techniques you should learn to use well:

Charged Shot – All shots can be charged for greater power and control.  Rapidly
press the button for the shot you’re using to charge.  A topspin shot glows
orange when charged, slice glows blue, and a smash glows bright pink.  Uncharged
shots and lobs/drops do not glow and simply leave a faint green trail.

Lob Shot – A high shot that places the ball somewhere in the rear court.  Press
A, then press B rapidly to charge.  Use this to counter an opponent who is
playing right up at the net.  Be careful, as this places a Smash Star on the
court, usually in the middle of the opponent’s side.

Drop Shot – A low shot that places the ball right up at the net.  Press B, then
press A rapidly to charge.  Use this to counter an opponent who is playing from
far away.

Smash Shot – A powerful shot that sends opponents reeling.  Press A and B at the
same time after the toss to serve with it, or use it when a yellow star – a
Smash Star – appears on the ground by rapidly pressing A and B together.  A
smash hit in this manner will often score a point.
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Section 2:Walkthrough:Power Tour

Well, here’s the meat of the game (and this FAQ): the Power Tour mode.  This
mode acts much like an RPG, giving you limited starting skills and allowing you
to level up to improve.  This mode will allow you to choose one of two
characters: Clay (male; inclined for high power) and Ace (female; inclined for
technique).  You also unlock every character you beat, bar none.  You can use
both Clay and Ace (and unlocked characters) in all other modes as well.

Let’s talk a bit about experience points, EXP, before we start.  Experience
points are earned for all activities that use a ball and racket.  You’re awarded
varying amounts of points for different tasks; a practice on the teaching courts
might be worth 50 EXP if you pass, whereas a final round tournament win is worth
no less than 800 EXP.  Also note, though, that points are also awarded – though
you get far fewer – if you fail a challenge.  You can apply EXP to your
characters as you like, with no restrictions.  Press Up on the D-Pad to
give EXP to a character.  Each time a character’s bar fills, they are promoted
to the next level.  After you finalize, each character may raise a stat once for
each time they leveled up.  First, raise a main stat of your choice: Power,
Control, Side Spin, or Speed.  Each of these has a direct effect on your entire
game.  Then raise a secondary stat of your choice: Serve, Stroke, Volley,
Topspin, or Slice.  Each of these has an effect on one specific action type. 
You get choose one item from each category for each level you gain, and you can
choose the same one again if you’d like.  The red bar is the current level of
the stat; the yellow bar is the final effect, adding the granted bonus and
subtracting any losses the stat may experience.  Stats drop each time you level,
so you can’t just pick the same thing over and over.  You have to balance your
stats.

Power Shot EXP works in a different way.  By completing Power Shot Training in
the Training Center from senior class up, your Power Shot attributes increase. 
At certain levels for each stat, you learn a new Power Shot, which you can set
right away or from the Pause Menu outside of a match.  Your characters share the
same Power Shots and attributes, and they never go down.

Please note that this section of the FAQ, in its entirety, will by nature
contain spoilers.  If you don’t want to have the story spoiled, I would advise
that you not read ahead.  Now, having said that… turn the system on, select your
language, and press Start.
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Section 3:Beginnings of Power Tour

To begin a game, select a character to use: Clay or Ace.  Whichever one you
choose is your character for all games using that file; whichever you don’t is
your doubles partner for that file.  The difference between Clay and Ace at this
point is not much, so pick whichever character you’d like to use.  (You can
change the name if you’d like.)  Then pick the dominant hand (both Clay and Ace
are naturally right-handed) and a difficulty.  If this is your first time
playing a Mario Tennis game, you’d be best served by choosing the Easy mode. 
You have to beat the game once to unlock the Technical difficulty.  I’m
writing this FAQ by starting a new file as Ace in Technical difficulty, but the
matches you play shouldn’t change.  I’ve also recorded the play styles of each
enemy.

After this somewhat flashy character selection, you are greeted by a black
screen, and then your partner appearing and knocking on the door to greet you. 
Finding you don’t appear to have gotten up yet, they barge in.  Darkness again,
then they comment on your condition.  The blackness clears, and your partner
wonders if you’re in a vegetative state, then remembers about the Welcome
Workout yesterday.  This is why your character is still on the bed, oblivious to
the world.  After you roll over, you are greeted again, then your partner cleans
up your room a bit.  They make a comment about how stupid the Welcome Workout
is, then assures you will make a wonderful doubles team.  Then you are yelled at
to wake up.  Upon doing so, you’re asked a series of questions to see if you
remember where you’re at and who your partner is; answer either way for a brief
(one box) explanation.  Then you’re asked if you’re hungry; either way, you’ll
be instructed to get dressed, at which time you can head for the restaurant.

The screen cuts to black, then comes back to outside the lodge, where you’ll be
staying for the duration of the game.  Your partner says a bit, then asks if you
think it’s big.  Regardless of your answer, your partner agrees it’s quite
large.  Now you get to lead the way to the restaurant.  Your partner makes this
sound like quite a task.  Head down when you get control.  When you get to the
next screen, head right, then move to enter the restaurant.  Your partner admits
to tricking you into thinking you could possibly get lost, then urges you
inside.

Normally the place is crowded with people enjoying beverages and meals and more
than happy to give you tennis tips, but at the moment the place is dead.  Your
partner asks what’s going on, and finds out that the academy has been challenged
to a game of tennis by a group of masked people.  You’re informed that Coach
Alex (the hero of the last Mario Tennis for GBC, where he was just a student)
beat them before, and now they want revenge.  To make matters worse, they’ve
already plowed through the other coaches like nothing.  Your partner runs like
the wind to center court, assuming you can find the way.

Take your time; no matter how fast you run, you’ll arrive just after the match
ends.  Exit the restaurant, then head right, going south as soon as you can.  A
group will pass you, commenting about how Alex lost, worrying about what will
happen if the masked players enter the Island Open, and noting the veils the
girls wore.  Your character goes forward until your partner calls out to you,
then runs over to you, commenting that they never thought they’d see Alex lose. 
Then some coaches enter from the bottom screen, chatting about the players
having entered the headmaster’s office.  Even they think something’s not right
here.  They head for the Training Center.  Your partner suggests you head for
the headmaster’s office, but you’ve got a stop to make before that.  Enter the
Training Center, the large building on the right.

The coaches are already here, interrogating Coaches Kevin and Mark.  They don’t
realize you’re there, and eventually spill most of the beans, but only give you
half the name – but half is probably all you need.  After you hear all this,
head back out of the Center, then through the south exit of the plaza.  You end
up in the Academy Main Building.  The headmaster’s not in his office, so head
out the front door of the building, then go to the academy gates.

Coach Alex and the headmaster are here, having just seen their friends off. 
Both remark that they are happy they came to visit, but will not name any names. 
Your partner goes off on them big time, eventually getting so loud as to make
everyone take a step back, your character included.  But Alex says that if you
get good enough to win the Island Open, then they’ll surely come back for you. 
Alex advises that things will get serious starting tomorrow, so you should get
some rest to be ready.  Then your partner asks if you think you can win.  Then
they complain that they never got to eat in the rush.  The two dash towards the
main building as the screen fades to black.

You reappear outside the lodge.  Your partner says some stuff about training
machines being built for tomorrow, then notes that training starts tomorrow.  He
also notes that you’re in the Junior Class.  Past Junior is Senior and then
Varsity.  You have to be in Varsity to enter the Island Open.  Your character
enters the lodge and the screen blacks out again.

The following day…

Your partner comes to get you again, but finds you already awake and ready to
go.  After some idle chat, you’re asked the big question that determines the
path you’ll be taking to start off: will you start playing doubles right away? 
You can switch between dragging your partner behind you for doubles and flying
solo for singles at any time by returning to the lodge, but be aware that your
ranks in singles and doubles are separate entities.  If you choose doubles, your
partner tags along with you; if not, he stays in your lodge room, and will be
there any time you return.  Either way, exit the lodge and head for the area in
front of the restaurant.  Go to the sign with one star on it and go down the
path to its left.

Welcome to the junior class courts, overseen by Coach Mark, instantly
recognizable by his reddish-brown hair.  He greets you as soon as you walk onto
the composite surface, explaining who he is, talking about the Welcome Workout a
bit, then telling you a bit about what you’ll be facing here in the junior
class.  Once you get control, you have two options.  The first is to train
outside of normal games, either by learning and refining techniques at the
teaching courts, or by heading for the Training Center and trying out the
new machines.  The second is to begin your climb to greatness by starting
matches.  The first option is a good one, so let’s start there.

Head outside of the junior courts and go all the way to the right.  If you’re
dragging your doubles partner behind you, they’ll excuse themselves and step
aside, returning as soon as you come back out.  Since this is your first time
entering the teaching courts, you’ll be shown around by Coach Kate.  Her first
stop is the top-left serving court, where her request for someone to show it off
comes back with nervousness.  The lower-left court is the stroke court.  Kate is
then asked to return to her court, the net-play court on the lower-right.  After
a moment of chatting with you, she goes off, leaving you to train if you’d like. 
Each station offers one level of training; you’ll need to come back later for
the next level.

The other option is the Training Center.  As before, your doubles partner (if
present) will dismiss himself or herself, allowing you to train alone.  The
Power Shot Training area is closed to anyone below senior class, so you can
either do Wall Practice or take on the Tennis Machine.  Both are available in
levels Beginner, Standard, Expert, and Master; higher levels are unlocked by
beating lower ones.  I won’t explain the modes in detail here; check out section
4 for a list of training activities and what they’re all about.

Wall Practice is a simple affair.  Given one ball, keep it in play for as long
as possible, hitting the screens on the wall for points.

The Tennis Machine is a bit more challenging.  Given a limited number of tennis
balls, return to the specified area for maximum points.
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3a:Junior Class:Singles
As you’re in the junior class, you’re not up for a major challenge.  Go talk to
people and note the balloons over some of their heads.  They indicate their rank
within the class; four is lowest, one is highest.  Matches in this and all other
classes are two games to a set and two sets to win (2 game set, 3 set match). 
As an unranked player, you’re gunning for rank 4.

Your opponent for the rank 4 match is Sophia (All-Around), whom you’ll find
sitting on a bench between the second and third open courts from the left. 
She’s not a fast player – or, to be honest, a remarkable player in much of any
way.  She’s still got enough juice to hit the ball, though, so don’t slack off. 
If you get too close to the net, she’s not afraid to let loose with a lob shot
that you’ll never get to in time at this point, so be careful.  You may want to
try a drop shot to get her close, then swat it away, but again, watch out for
that lob.  A strong smash shot might get you a service ace, which is always
helpful.

After losing, Sophia begins the tradition of getting really annoyed and/or angry
(usually at you) for losing their rank.  Most players do this, after which the
coaches sigh and tell you how wrong their attitude is.  In any case, you’re now
ranked in the junior class.  Congrats!

Your next victim is rank 3 Mason (Power), the self-professed tennis phenom who
often refers to himself as “yours truly”; he can be found on the middle open
court, and stands out because of his dark green hair.  He’s got a big bark, but
his bite is anything but vicious.  He has a bit higher power stat, but is not as
ready with the lobs.  The exception is that if you’re in the service court soon
after you return his serve, he’ll hit a massive lob that drops a Smash Star
somewhere in your back court, which is going to be horribly difficult to get to. 
He’s also a bit faster, which means he can return most of your shots.  Without
Power Shots to call on, Mason dies hard.  Put pressure on him so he creates a
Smash Star, then blast his face in with a topspin or smash shot that either
sails over him, or passes cleanly under his racket.  As before, a smash shot
when serving to the right might be worth a service ace.

The next match is against Sasha (Technique) for rank 2.  You’ll find her
standing to the right of her doubles partner on the south side of the leftmost
court.  She’s quite fast, but her shots are weak and her reaction time is a bit
slow.  Her serves, on the other hand, are nothing to sneeze at, so be ready for
them.  Her dives are also fairly wide.  She’s not too tough, though.  She leaves
so many Smash Stars that you can get plenty of points that way without much
effort at all.

Finally, it’s time for the high man on the ladder: rank 1 Chris (Speedy), who’s
located in the upper-left corner of the junior courts on a bench and is eager
for a good match.  He’s practically a blur, moving pretty fast indeed.  His
other attributes are in good shape, too.  The only thing he needs now is an
infusion of strategy – he’ll rarely use anything other than a topspin shot or a
plain volley.  How he got this far is beyond me.  He puts up a decent fight, but
eventually goes down without much trouble.  You earn about 100 EXP for your
trouble.

After you beat on Chris, he complains and vows to get you back on the senior
courts.  Coach Mark reflects on the fact that it’s harder to get into the senior
ranking, but it’s the only way to get good enough for varsity.  He then presents
you with the junior championship medal.  You now hold top rank in the junior
class and are an unranked senior.  If it weren’t for the fact that the junior
class is a bunch of slackers and won’t battle you for your rank, you might have
a bit of a problem, but you don’t.  Welcome to the senior class!
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Junior Class:Doubles
The junior doubles rankings aren’t hard to climb.  Each of the junior singles
ranked players also holds that same rank in doubles, along with their partner. 
Go hunt for rank 4 and bring the hammer down.

Sophia (All-Around) is very much still annoyed you beat her in singles (if you
did already), but will take you on all the same in doubles with her partner Meg
(Technical).  The pair is waiting patiently in the same place Sophia was after
you beat her: middle unoccupied court, bottom half.  Talking to either can start
the match.  A well-placed topspin serve is out of Sophia’s reach; a decent smash
or slice serve will avail Meg.  Your partner is innately aware of how to play -
and also how to win - but plays fairly conservatively, not opting to go
overboard and risk not
getting the shot.  When they’re in the front, know your place – the back.  When
you’re covering the net game, neither of the two girls can react anywhere near
fast enough to counter most of your strikes if you’ve leveled a bit already. 
Also, as you receive, a well-charged topspin shot aimed to the right will sail
in a clean arc neatly around the girl in front and go fast enough for the server
to never react in time, resulting in a nice return winner.

Your partner now begins his tradition of responding to a team’s comments after
losing.  In this case it’s Meg’s despair over the inability to freely use the
practice courts.  Your partner proposes sharing, Sophia says he/she should be
practicing on the senior courts anyway and Meg agrees, and your partner smells
anti-senior sentiment.  Your character steps in to prevent a fight, and the two
girls leave.  Meg comes back and declares they’ll use the courts after all. 
Coach Mark notes that they’re sore losers, makes another comment or two, then
lets you loose to take on the next duo, if you wish.

Phenom Mason (Power) is more than willing to take you out with his partner Chad
(Power) by his side.  The rank 3 team is waiting across the court from where you
found Sophia and Meg.  The same shots as before take care of the two during
service: topspin for Mason, slice or smash for Chad.  The two are fairly fleet
of foot, so be careful.  Not much else to say on these two.

Your next victim is rank 2 Sasha (Technique) and her partner Sylvia (Speedy). 
They’re on the left-most court, south side.  Sylvia is an exception to the rule
that you can slice when serving right for an ace, as she can get there fast
enough just about every time, barring you being twenty levels higher or
something like that.  Your smash should still work, though.  Her shots are
strong, and both of them are pretty fast for this level.  They won’t put up a
major fight, but they’re something to watch out for.  Do be mindful of the lob
shots, though…

OK, this is it: your rank 1 match against Chris (Speedy) and Kyle (All-Around). 
They won’t give in easily, so fight for your title!  As with Sylvia, your slice
ain’t gonna cut the mustard on service against Kyle.  Other than that, just play
your best against them.

After the match, Chris and Kyle complain that they’re out of the junior
standings, and that they’re still not ranked in senior doubles.  Your partner is
about to slaughter them for picking on the little guys instead of testing their
skill, but your character cuts them off.  After a short speech from Coach Mark,
you’re awarded the junior class championship medals.  Welcome to the senior
class!

Senior Class and up coming soon!
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Section 4:Training Center and Power Shot Training

This section is about the Training Center and the activities within.  There are
a total of 12 different activities you can partake in here: two for general
tennis skills, and ten for Power Shots.  Basic activities come in Beginner,
Standard, Expert, and Master difficulties, which are unlocked by beating the
previous difficulty; Power Shot training has levels 1 through 3 and the
Challenge, also progressively unlocked.

The first activity, located in the back-left corner of the Center, is Wall
Practice.  Given one tennis ball and a massive wall with light-up screens on it,
keep a point going as long as possible while hitting lit-up screens to increase
your score.  Dual circle screens give points and spit out a straight shot.  Left
arrows score points and send the ball back to the left; right arrows do the
opposite while still increasing your score.  Up arrows grant points and return a
lob shot; down arrows do the same except with a drop shot.  Try to hit lit
screens consecutively without hitting a blank screen or the wall surface, as you
get increasingly higher point scores for hitting screens in a chain.  If the
ball hits you or you can’t get it after it hits the wall, the game ends.  You
are not allowed to use Power Shots in this Training.

The other basic activity is the Tennis Machine, straight ahead from the
entrance.  The machine, which is red, mobile, and allows tennis balls to pass
right through it, spits out a limited number of tennis balls, one at a time. 
One section of the opposing court will be lit with a green-and-yellow animated
square, which you are aiming for, and is worth five points.  A larger part of
the court is lit orange, and is worth one point.  The purple-gray part of the
opposite court is worth zero points, as is a ball out of bounds, or a shot that
hits the net.  You need to get a minimum score within the limited number of
tennis balls to pass, and each ball is used only once.
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Section 5:Miscellaneous Info and FAQs

I’m answering this one first...

Q: Can I use a GBA-GCN cable to transfer my character data to Mario Power
Tennis?
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A: No, no, a million times NO!  You would know the answer to that if you read
the Mario Power Tennis box.  Clay and Ace aren’t leaving the GBA Pak anytime
soon.  Sorry.

…That’s probably the biggest question I’ll get asked, so I wanted to get it out
of the way.
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(0.1269/d/web3)