Main game
3.38 average rating based on 118 ratings
I can't remember why I bought this on the eShop a zillion years ago, but after my recent MicroSD card failure I was re-downloading titles and it caught my eye.
It's the only golf game I've actually completed! I really enjoyed it.
It started a little rough, because like a lot of classic games there isn't much in the way of tutorials. But that aspect became part of its charm for me. The game's presentation is really stellar for a Game Boy Color title, with lots of course variety and convincing graphics from different perspectives, but the lack of incessant tutorials really keeps the focus on the golf.
That isn't to say there's nothing of interest outside the courses. The game is presented via a top-down RPG-style world that's surprisingly deep, with optional mini-courses and boss battles. You can create a character, earn experience and boost stats like drive range and control. It's a really fun way to inject some variety into the experience while still functioning as a good interface for the main game.
Fully finished story
My thoughts:
It's a good early entry for the franchise despite being unrefined, but I found the difficulty of the game to be rather inconsistent. Even in the first Marion course, you can get crazy 20mph winds which is pretty brutal for a beginner. The N64/GBC era golf games also have no way to gauge distance, meaning you have to use a good amount of estimation to try to land your shot at the right distance.
The main draw of the GBC version is the golf RPG mode. I find it pretty unique how the early Camelot handheld sports games boil down to you play as a human character in a world where Mario is mostly just a myth, and sadly I don't see this idea will be revisited idea judging how Super Rush's RPG mode will turn out.
A decent first handheld Mario Golf Entry, but to me, Advance Tour is much more refined to play (and it's even a direct sequel set in the same setting as this …
Fully finished story
My thoughts:
It's a good early entry for the franchise despite being unrefined, but I found the difficulty of the game to be rather inconsistent. Even in the first Marion course, you can get crazy 20mph winds which is pretty brutal for a beginner. The N64/GBC era golf games also have no way to gauge distance, meaning you have to use a good amount of estimation to try to land your shot at the right distance.
The main draw of the GBC version is the golf RPG mode. I find it pretty unique how the early Camelot handheld sports games boil down to you play as a human character in a world where Mario is mostly just a myth, and sadly I don't see this idea will be revisited idea judging how Super Rush's RPG mode will turn out.
A decent first handheld Mario Golf Entry, but to me, Advance Tour is much more refined to play (and it's even a direct sequel set in the same setting as this game).