There are a few other features to note, a battle mode where you not only follow the routine but build up a meter that you can use to mess up your opponent’s performance or defend yourself against having the same done to you. It’s actually a major part of the story, where you challenge other squad members to gain their position in the lineup. I’m sure this has been done in other rhythm games, but its inclusion isn’t a bad thing but also doesn’t really save All-Star Cheer Squad from itself.
You may have noticed I haven’t discussed the graphics or music yet; this is because they are almost irrelevant if the core game doesn’t deliver. That said, the visuals are a little lacking and the characters’ faces have surprisingly little animation to them, but they do a decent job of conveying a fairly realistic, high school style cheer session. And the music seems widely varied, most of it fitting the game pretty well, so this isn’t too bad.
But in the end, All Star Cheer Squad currently retails for forty dollars and has pretty questionable motion detection. Some moves work even if I do nothing, others require absolute perfection, and the Nunchuk cord is a hassle. These are bad enough on their own, but the game also has competition in the form of Helix on the WiiWare service, which only costs ten dollars and is generally the same kind of game. THQ has suggested this was a game meant for young girls, and I tried to keep that in mind for a fair review. Yet I suspect younger players will be even more frustrated with this game’s buggy controls, and it’s this flaw plus the loading times that keep it from being worth its asking price.