![]() ![]() In it, players are trying to finish the hole faster than their rivals, with 30 seconds per stroke added to the actual time they spent going from tee to cup. ![]() Most of what I saw in Mario Golf: Super Rush seems to accommodate Speed Golf’s split-second decision making, which is why that looks like this title’s signature mode. ![]() But this blink-of-an-eye, complete mental picture of your shot suggests to me that Camelot seriously thought about how their game would support playing zany golf variants, instead of simply speeding up the standard game or whipping a blue shell into it. I don’t know how Mario Golf: Super Rush will perform in that department, yet. And if it’s helpful in a round where you have unlimited time to do your thing while everyone is waiting politely, it’s even more useful when speed is of the essence and a zoot-suited Waluigi is disco-dashing to the hole way ahead of your foursome.Īgain, my impressions are eyes-only - an important caveat as the best golf video games replicate that sense of feel golfers have when assessing and executing their shot. Mario Golf: Super Rush simply bends that noodle of information left or right, severely or slightly, to give the player an instantaneous, easy-to-understand impression of what that ball will do once it’s struck. I always have to remind myself to turn my golfer several degrees into the hill, to account for the fact the ball is going to curve in the opposite direction. Most point out the fact that, yes, the ball is at the top or the bottom of a grade of whatever degrees, but it’s guesswork from there for the user when they’re aiming the shot. In neither case has anyone really told the player what to do about side-hill lies. Image: Camelot Software Planning/NintendoĪrcade and sim golf titles, even the best ones, have ranged from giving players too much information (making shot selection routines easy to the point of boring) to too little feedback, leaving them feeling disconnected and unable to understand why the ball landed where it did. Aesthetically, it might be better suited for the arcade style of golf that Super Rush aims to deliver, but I have to wonder why simulation golf titles haven’t tried something like this already. Mainly, I’m charmed by the thin, vertical bar of information to the right (or left) of your character, and the way it bends to give the player an idea of how a golf ball resting on a slope will alter their shot. A Speed Golf mode blending the sport with Mario Kart-style antics is the game’s showpiece, particularly if you’re duffing around with friends, but a fast glance at the HUD tells me Mario Golf : Super Rush does have serious-golf bonafides for those angling for a more traditional round. ![]() Moreover, the game’s shot-making systems look like they will deliver an intuitive, easy-to-learn experience, whether you’re teeing off for 18 holes by yourself, or measuring an approach shot after Bowser Jr. Mario Golf: Super Rush looks like it will be a blast to play later in June, when Camelot Software Planning’s next mashup of the Mushroom Kingdom and country club sports arrives to Nintendo Switch. It was only an hourlong, eyes-only demonstration, but that’s fine. ![]()
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