

Reviewed by Dave Bock Senior Staff Writer
I'm not sure if the multiple delays of Mario Golf: Advance Tour were due to
actual development needs or Nintendo just spacing out releases, but I'm
happy that it's finally here. I can't even explain why either. I'm not
exactly a fan of golf. I have never actually partaken in the activity nor do
I even wish to. However, every once in a while I like to play a few rounds
of the handheld variety.
Way back when I had a Game Boy Color, I picked up the original 'Golf' title
which was a very simple black and white Gameboy golf game featuring Mario.
It was simple to get into yet very addictive and made for a nice handheld
game. I skipped the actual GBC version for some reason so I can't make
comparisons to that version.
Mario Golf: Advance Tour is made by the same people who brought us a couple
of the best handheld RPGs in the form of the Golden Sun series. Mario Golf
benefits from their experience with Golden Sun in that it looks good, sounds
great, and is an extremely playable RPG. Mario Golf on the GBA is basically
a golf role playing game, and a damn fine one at that. I've made it readily
known that I love playing RPGs on my little handheld, and Mario Golf:
Advance Tour scratches a gaming itch I didn't even realize I had.
At the core, Mario Golf is a very simple game to get into. The gameplay
features the tried and true 'timing' method of digital golf. You press a
button to start your swing, press again to set your power, then a final
press or two in order to set any finishing touches you would like to apply
to your shot. Obviously, a lot of strategy is employed when selecting clubs
and where to place your shots, in addition to mastering back/top spins and
other advances techniques. Mario Golf: Advance Tour plays exactly like it's
Gamecube cousin, so if you loved that game, you should feel right at home
here.
The shocking thing about Mario Golf on the GBA is just how much more
involved the game is compared to the Gamecube version. Not that the Cube
version is bad in any way, it's just that the GBA version blows it away in
overall fun in my opinion. The RPG elements really add a lot to the
gameplay in general, as well as giving you a compelling reason to continue
on throughout the game. In the console version, I enjoyed playing it, but I
just didn't feel the drive to unlock everything as I have for the GBA
version.
You start off as a budding young student of the game in the beginning of
Advance Tour under the tutelage of "Kid" who apparently was the hot young
prodigy of the golf club. He takes you and a couple others under his wing
and sets you loose upon the various courses which dot the nearby landscape.
As RPGs go, don't expect tons of worlds and giant sprawling landscapes to
explore. The overworld consists of four primary golf course clubhouses,
with assorted mini challenges placed in between. You can't access
everything right away, as many of the challenges would be too far out of
reach for your beginning golfer's stats.
Each golf course allows you to practice a round, compete in a tournament or
work on specific skills on their practice ranges. Practice makes perfect in
every game, and Mario Golf is no exception. Practicing the courses not only
gives you the much needed information about the course layout, but also
gives you experience points which are needed for leveling up your stats, as
well as the stats of your doubles partner. You need to make sure your
partner doesn't fall behind in her stats since you will need her for the
doubles match ups which each club has. Another staple of RPG gaming, stat
building items, are located in various places as well as being offered up as
prizes for completing certain tasks.
Completing the tournaments allow you to access other courses and challenges.
Complete them all and you get to play the mighty Nintendo characters in a
special invitation-only tournament over at Peach's castle which obviously
forces you to break out every skill you have learned during your time spent
on all of the other courses up until that point.
Camelot made a couple of the best looking games on the GBA with the Golden
Sun 1 and 2. Mario Golf: Advance Tour doesn't skimp on the eye candy as
well. As you expect from most of the first party games, Mario Golf looks as
great as it plays. Most of the tricks that the GBA can pull off are all put
to task as the game engine employs some nice basic 2D artwork for the
overworld as well as some mixed mode 7 3D effects for some of the action
sequences. It is another example that it is still quite possibly to make a
great game with what people are considering to be limited hardware. The GBA
is still one of my favorite systems and perfectly capable of pumping out
some quality titles.
Mario Golf: Advance Tour sounds pretty much like Golden Sun did. As a
matter of fact, it might sound too much like Golden Sun for some people.
The 'warbling' is back for talking characters. I didn't really expect to
ever hear that outside a Golden Sun game. I'm not sure if I wanted to hear
it again to be honest. Thankfully, most of the action in the game is sans
talking, so you don't have to put up with it much if you hate it. The music
is pretty decent and fits the mood, but I doubt many people will be
clamoring to buy a CD soundtrack.
Another neat thing about Mario Golf: Advance Tour is that you can import
your built up characters into the Gamecube version of the game through the
Cube to GBA link cable that I had collecting dust in my game room. It was
nice to actually use it for something again. Other unlockables in the game
for added replay value are 'Star' versions of the normal courses as well as
being able to play as all of the course champions that you face throughout
the game.
Even if you just want to play some basic golf with your favorite Nintendo
characters you can from the very beginning. All of the basic Mario All
Stars are playable from the start so anyone can have some quick fun with
this title. Multiplayer games are also thrown into the mix which can be
played with linked up GBAs or just a single GBA passed around among the
players.
As with most of the first party games, the cart save features are excellent.
You can pretty much save at any point which is a must a portable game that
isn't anything more than a conversion of Asteroids. You can save when you
are just wandering around, in the middle of a practice round or even on
stroke 3 of the 9th hole of a tournament round. I can't stress enough how
important it is for a quick and convenient save game setup in a portable
game.
Mario Golf: Advance Tour is damn near perfect. It is enjoyable, addictive,
looks great, and plays perfectly. I could easily recommend this game to
anyone, golf fan or not. I'm not a golf fan and I love the game. It's a
worthy pick up with plenty of play value. What more do you need?

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