Play that Funky Dixie Land.
 
 



Chad's Mario Golf Review




When I first purchased this game, I was expecting Camelot to have slopped out a load of rubbish. I only bought it for the DKU implications. However, when I turned on the game, I was greeted to a masterfully shaded introduction. I started a new game, and the Marion Clubhouse had shaded bricks and characters galore. It's magnificent. This rivals some Super Nintendo games I've seen. But the shading is only half of the graphic splendor. This is one of the only Game Boy games I've seen to use 3D graphics. They've managed to get the engine to calculate how far you are from trees and other obstacles, and scale and position them accordingly. It's very convenient when you have a tree in the way but don't know it. You can switch to the 3D screen and see exactly which way to move your shot. Being fair, I should note that it can get confusing inside the clubs when you disappear behind the wall in the foreground, but that's a minor problem. Overall, great graphics.
9.6


Game Boy games have never really been known for superb sound. This one basically contains simplified ports of the N64 version's songs. However, one particular thing that struck me as creative, was when you get first in a tournament. Your character will accept the trophy while victory music plays in the background, but you can also hear people whistling and cheering for you, through the use of highly varied short notes. I would say that the sound is about average.
8.1


Mario Golf shines in play control. I was expecting it to be virtually impossible to get a "Nice Shot" in this game, but I've gotten good enough that I get them about every stroke. The RPG portion of the game is equally easy to control. When I started, I was panicking over the slow speed of the character until I discovered that you can hold B and speed up, just like the DKL series. However, it should be noted that the closeness of the bars on the swing meter compared to the N64 version make switching between the two fairly difficult. This in mind, though, the play control lends itself wonderfully to this game, and I wouldn't want it any other way.
9.5


We've all seen golf games. We've all seen RPG's. But this is the first time the two have been combined into a golf RPG! You must travel to different clubs to defeat the masters, trade clubs, complete training games to earn stars, and much much more. Also, if you own Mario Golf on the Nintendo 64 and are skeptical about getting this one, it is not the same game. It is a pseudo-sequel to its N64 counterpart, taking place after, but not directly related to the events in Mario Golf on the N64. This game combines sports with fun, two things that would otherwise remain apart.
9.5


One word: Addictive. This game is incredibly fun, and with fun comes addiction. I am a level 30 golfer, and I HAVE to get higher! I keep playing to raise my level. I HAVE to be the best golfer in the world! If only I didn't have that horrible fade.... Oh, hello. Right, my opinions. Well, this game is very fun. I could take this in a cave (providing I had a light to see the Game Boy, endless batteries, and all necessities such as food and water taken care of) and play for months on end. You just want to keep raising your level. I can't wait for the Transfer Pak to come out later this month so I can finally see my hard-earned Putts, Grace, Tiny, and Gene Yuss in polygonal glory. Yes, I know Blockbuster rents Game Boy games now, but you must buy this one. Don't even consider renting.
9.7

9.4 out of 10.0