Mario Golf: Super Rush – Nintendo Switch
“Mario Golf: Super Rush has elegant golf systems, but no content to use effectively.”
Excellent golf mechanics
Cool motion controls chuyển
Creative party mode
Too few courses
Mario Golf: Super Rush This is a case where a master becomes a student. When the original Mario plays golf Launched in 1999, there wasn’t much competition in the golf simulator market. It’s a busier course than it is today thanks to a recent wave of standout indie golf games. With Super Rush, Nintendo seems to be taking notes from the very titles it draws inspiration from.
That’s not to say it doesn’t flex its skills. Like other installments in the sports series, the new Nintendo Switch game offers refined golf gameplay that continually reminds players why Mario became king of the fairway in the first place. It’s just that much of what it offers has been made better by “rookies” in recent years with more solid expertise in how to string together a full match.
Mario Golf: Super Rush sports the best core golf mechanics this series has to offer. Unfortunately, the experience of being affected by a confusingly sparse package does not provide enough good reason to start.
While there’s a lot to critique when it comes to the overall package, the act of playing an 18-hole round in Mario Golf: Super Rush is an absolute pleasure. Over the decades, developer Camelot has refined its golf mechanics, continuously improving a wheel without having to reinvent it. Super Rush is the culmination of more than two decades of work, delivering elegant golf systems, a fixed experience.
On a basic level, it doesn’t seem much different from any other game of golf. There is a meter on the right side of the screen to determine the amount of power consumed in a shot. Press a button to start a shot, press again to set the distance the ball will travel and watch a golf ball go with a satisfying smash.
What’s so attractive? Super RushHowever, it makes players think more about the shape of their shot. In many games of golf, it’s easy to hit the ball as hard as possible wherever you are and ignore every nuance. That is not the case here. It does an excellent job at visually communicating all the little things that affect the trajectory of the shot. When driving off a hill, the shot gauge will curve, showing exactly how it will deviate. There is also a red “risk zone” appearing at the top of the gauge, signaling that hitting full power can trade off some control. Such small signals make every effort a more positive experience involving risk calculation and minimization of variables.
On top of that, it makes some of golf’s more complex systems easy to understand and implement. Adding topspin or backspin is a matter of tapping the right button when setting up the shot gauge, while spin can be easily applied by pushing the joystick when the gauge is up. It’s all very intuitive, inviting players to actually use every system rather than abbreviating them as expert techniques.
Super Rush is the culmination of more than two decades of work, delivering elegant golf systems, a fixed experience.
It should be noted that this was the first Mario Golf game to feature motion controls, as the series completely missed the Wiimote era. While advanced players will likely stick to the controls, it’s a fun and functional option for those looking to get fit. Furthermore, motion control works in all modes, which is a big step up from Mario Tennis Aces‘unused motion.
This is simply the best sport ever felt in a Mario Golf game, and perhaps in general. As someone who has played tons of golf games over the years, this is one of the first times that I really feel like I’m using every tool in my pocket.
Where is the content?
The question is: What can you really do with that tight system? That’s where Super Rush had a disappointing turn. There is an odd lack of content in the game. It includes a regular golf mode that allows players to freely play any of its six courses, and a slightly funny “challenge” tab on the main menu, which only includes a score attack option. and time attack.
Much of the content is in the game’s adventure mode, bringing back the series’ RPG story roots. Players create a Mii character and follow them through a half story with various golf challenges. Players will compete in different match types, improving their stats by leveling up and buying a handful of gear along the way.
When it finished, I went back to the main menu and stared at the screen unsure of what to do next.
The whole experience is more like a guide to the game’s multiplayer modes than anything. It guides players through the fundamentals of new ideas, much like a stamina meter used in game modes where the player actually runs on the fairway between shots. Therefore, it never really meditates on anything for too long or requires players to build up their skills. Any challenge like a basic intro will disappear as soon as it starts. Just as the campaign waits for the finale to introduce more outlandish ideas, like boss fights where the player must time them perfectly to fire elemental blasts at giant creatures, the adventure will come to an end. end.
I finished adventure mode in six hours, buying gear each and unlocking all six courses along the way. When it finished, I went back to the main menu and stared at a screen that was not clear about what I had to do next. Looks like I’ve reached a content dead end where all that’s left to do is try to improve my scores on the same number of courses. Each character has two sets of unlockable clubs obtained by earning enough “points”, but that is the level of the hook after the adventure.
It’s really weird comparing it to previous Mario Golf games. I spent over 30 hours in the Nintendo 3DS game tựa Mario Golf: World Tour Complete challenges, unlock characters, and collect every piece of equipment I can equip my character with. Super Rush just not a game for solo players who want to flex their skills, making it an expensive alternative for Switch (and cheaper) contemporaries like Golf Story.
The lack of single-player content may suggest that Nintendo sees this as more of a multiplayer game than anything. That’s an understandable thought because that’s where the game shines. Playing a round of golf with friends is a relaxing multiplayer experience built perfectly for light trash talk. Super Rush also possibly the most stable online Nintendo experience I’ve ever had, which makes it even more appealing than trying to play something like Super Smash Bros. with you.
All three types of games have distinct strengths, but they all ultimately fail because of the same content problem that plagues single-player.
The standard golf mode is the standout star of the show here thanks to a number of quality-of-life improvements that make the game go faster. For example, the “all at once” option allows all players to tee off independently, so no one has to wait around while a perfectionist friend completes their shot.
For those who find regular golf too dry, Super Rush offers several smart modes built for parties. Speed Golf has players literally racing around the fairway to be the first to complete a hole. Characters can lunge at each other between shots or launch special shots that can mess with their opponents. For example, Luigi’s special can summon a large patch of ice on the ground, turning it into a slip. It’s a chaotic mode that brings plenty of laughs to a traditional game with straightforward gameplay.
Battle Golf is a slight variation on that idea, but it takes place in a small circular arena with nine holes. The first player to claim three holes wins, leading to some really intense matches when only one or two flags remain.
All three types of games have distinct strengths, but they all ultimately fail because of the same content problem that plagues single-player. There are only two arenas available in Battle Golf, one of which is simply a slight variation of the other. With only six majors, the Standard and Speed matches start to thin out after a session or two.
Nintendo confirmed that Super Rush will get free DLC, so maybe we should expect a slow and steady launch of a live service game here. There will be more courses and characters, so there will be more reasons to play in the end. Give me any reason to get back on the fairway and I’ll block an evening to play the new 18 holes with my friends – golf feels great. Until then, Mario Golf: Super Rush has the same depth as a par two course.
On paper, Mario Golf: Super Rush should be a hole in one. The core golf experience has never been better, and multiplayer modes like Speed Golf provide a clever twist on the formula for the casual player. There’s not much to do other than its short and disappointing adventure mode. The free DLC will help improve it in the long run, but the overall lack of content leaves the package in a semi-stub.
Is there a better option?
Golf Story offers a much better version of Super RushApple Arcade’s adventure mode and Apple Arcade’s Clap Hanz Golf is a great choice for those who want a simple golfing experience.
How long will it last?
Adventure mode will end in six hours. Then it’s just a matter of how much milk you can milk out of its six courses and multiplayer.
Should you buy it?
Are not. At least not at the moment. It might be worth buying after getting some free DLC courses, but the lack of actual game modes makes it hard to come up with a full price until that point.