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News
Mario Golf: Toadstool Tour Impressions
- Posted By Lander
Clinton, 07.30.2003
Since I was a big fan of the N64 Mario Golf (but not actually a fan of golf in general), I didn't know what to think after trying out the GameCube sequel at E3 in May. It was a little different but eerily the same. So what the hell, I bought it yesterday.
The opening FMV is perfect. This is the best graphical realization of the Mario characters ever, right down to their skin textures. The movie isn't boring either- it's a compelling story of good vs. evil and man's inner struggle against his own dark desires- okay, no it's not, but it gives a few chuckles.
The game plays very much like its predecessor, but with a few changes that may irk those used to the old set-up. By now you probably know that the traditional pressing-A-three-times to start the swing, set the power, and then set the accuracy, has been refined. Press A twice to have the computer randomly choose an accuracy (which is usually good)or press B when choosing the strength to time your own accuracy. At that point there are several button combinations you can press that have different effects on the ball, such as top spin or back spin.
This is a relief because before playing the final copy I thought the controls had just been simplified to a two-button press, and I thought it was part of Nintendo's dumbening-down effect after internet morons complained about Mario Sunshine's difficulty. I don't want to get off on a rant here, so I won't.
The game has no minigolf mode (at least not right now, who knows in what ways it will interact with the upcoming GBA Mario Golf) but that's okay because I rarely played minigolf on the N64.
The only really annoying difference is the change of the landing grid. The N64 version had the lines of the grid animated over the surface of the land, while the GameCube version has the lines of the grid pointing towards the curvature of the land, but that doesn't tell you how the land looks inbetween the lines of the grid. So far this seems to add an extra stroke on the green, since I can't judge the land as well and have to spend a shot getting the ball closer to the hole instead of getting it in from far away like on N64.
One improvement in the "Get Character" mode is instead of competing against a character to be able to use him or her, you compete against them to get stronger versions of the characters you already have. This adds replayability since courses were designed for characters who can hit the ball farther than the ones you start off with.
Unfortunately you have to play ALL the realistic courses before you can go to the Mushroom Kingdom, but the graphics of the realistic levels are really polished, sometimes featuring fields of individual blades of grass.
I still think the best innovation to the Mario Golf and Mario Kart series would be to combine the two into Mario Golf Kart. Driving around while clubbing the ball to the hole (both should be bigger so you can see them while going fast) would make a great 4-player game, and you still have to do it in the least possible strokes. Ah, but why make one new game when you can make two old ones?
Source: NGenres
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