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Pure Dead Gaming > Blog > Reviews > Mario Golf: Super Rush | Par for the Course
Reviews

Mario Golf: Super Rush | Par for the Course

Craig
Last updated: November 15, 2021 2:45 pm
Craig
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Developer: Camelot
Publisher: Nintendo
ReleaseDate: 25th June 2021
Platforms: Nintendo Switch
Reviewed on: Nintendo Switch
*Review code provided by the publisher*

Contents
GRAPHICSGAMEPLAYGOLF ADVENTUREVALUEVERDICT

There is definitely an argument to be made that Mario is not only the biggest Nintendo mascot but the biggest in all of gaming. As such, he has had many a spin-off game over the years. While I dabble in most of his outings, I have always had a particular soft spot for the golfing series, so when this latest title was announced back in February I was all in.

GRAPHICS

As you would expect, Mario Golf: Super Rush comes complete with a vibrant, colourful art style. Characters now wear unique golfing gear, which is a welcome touch. The game doesn’t quite have the polish of the flagship Mario Odyssey, but still looks great in both handheld mode and when docked.

Course design is impressive as always, with the standout being the spooky Wildweather Woods. I love when the formula is given a twist and it is a little disappointing that there isn’t more of this on show. Hopefully, over the coming months, we can get more themed courses to sink our teeth into. Another nice touch is the different animations each character has. Powerhouses like Donkey Kong swing their club with one hand, while Rosalina uses her magic wand.

GAMEPLAY

For those new to the franchise, Mario Golf is an arcade take on the sport. It simplifies the complexities of other golf options such as PGA Tour 2K21. This makes it a much more accessible game and an easy one for novices and children to pick up and play.

An onscreen line shows you exactly where your ball will land, leaving you with just the wind to account for. The power bar is activated with the A button, which you then tap again to set your desired shot strength. If the hole is closer than the maximum distance of your shot it will even be shown in the power bar, making judging the distance a breeze. Once the power is set you then have a short time to add spin, which can produce some cracking shots.

Modes like ‘Speed Golf’ and ‘Battle Golf’ task you with running to the ball after hitting each shot. This has been a bone of contention with some, but I liked it overall. Hitting a shot and then chasing down the ball, all the while avoiding various dangers along the way and messing with opponents to slow them down is a great Mario Kart-esque idea.

However, it isn’t always quite as exciting as it sounds. It lacks the speed and thrill you get in Mario Kart. This is compounded by an annoying stamina bar that trades tactical thinking for fun. Unfortunately, it just isn’t as frantic as you would hope in between shots. Each stroke adds 30 seconds to your timer, so you have to manage the desire for speed alongside accuracy, which is tricky at times,

Each character has their own special shot, which comes with an added danger for other players. Take Luigi – his special turns the immediate area surrounding where the ball landed to ice, making it harder for others. His boost when running after the ball is using ice skates, which leaves an ice trail behind him that other players can slip on. These are all nice additions and add to the game, especially when playing with friends.

Motion controls are available on base Nintendo Switch models via the Joycons. I did dabble with this control scheme for review purposes but unfortunately, it smacks of the Wii in all the wrong ways. Shots are imprecise and not very rewarding. Outside of showing the game off to an elderly relative, I’d recommend sticking with the standard controls.

GOLF ADVENTURE

The adventure mode feels like the biggest miss in Mario Golf: Super Rush. Instead of a fully fleshed out story mode, you end up getting little more than a tutorial on how the games various modes and shot types work. There is a story that plays out, but it is far from memorable. I expect it will leave many players scratching their heads once is surprisingly short 4-5 hour run time comes to a close.

That’s not to say you should avoid the mode though as it’s the best way to gain access to the four locked courses. It would have just been nice to see a more robust offering, even if there were larger gaps between story beats and more grudge matches. There aren’t even any unlockable outfits for the characters.

VALUE

While the value isn’t going to come from the rather light adventure mode, where Mario Golf: Super Rush really shines is in multiplayer. Both local and online are an absolute blast and honestly, the way the game should be played. At launch, there is no tournament play, which feels like a strange omission, but more content has been promised and I would like to think this is on the list.

Also on the post-launch agenda is more courses. Only six are available out of the gate, which does certainly feel bare-bones. While there is variety in the base courses like the sandy Balmy Dunes and the lava-filled Bowser Highlands, it would be great to see each of the sixteen characters get a signature course and turn this into the ultimate Mario Golf experience. Whether that happens though remains to be seen.

VERDICT

It may sound like I have been pretty harsh in this review, but that is just because the moment to moment gameplay is so fun, it feels all the more disappointing when something like golf adventure doesn’t rise to that level. This currently feels like a good start to what could be a great game. A lot will ride on the post-launch support, with new courses and online tournaments topping the list of wanted additions. As this stand, this is a game that flourishes most with others.

-Craig 🧐

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By Craig
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Craig started gaming at 4 years old on the NES and has been hooked ever since. Trophies and achievements have only made him fall deeper down the rabbit hole. Will play almost anything, although particularly partial to anything involving stealth and silenced pistols. Football game enthusiast. RIP PES.

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