Mario Golf: Super Rush Review – Leisurely Chaos

Mario Golf: Super Rush, a fast-paced twist on the relaxed sport that exudes excitement, is available.

I hit an approach shot that was just a few feet away from the hole. I then ran down the fairway and hopped over the bunker’s lip to make my tap-in for birdie. I ended up making a double-bogey. Chargin’ Chuck hit a Bob-omb onto the green, launching my ball into the rough.

Boo unleashed his special shot and sent my chip horribly off target. After that, I panicked about missing my long bogey and finally got in for my poor score.

Chaos is what makes Mario Golf: Super Rush tick. These unexpected moments add a new dimension and humor to Camelot’s long-running sports series.

Zany courses that look more like 3D Super Mario levels, and two new fast-paced modes transform the normally leisurely game of golf into an action sport.

Despite all the innovation and excitement Mario Golf: Super Rush provides, the game can sometimes feel lacking in content and dull.
Super Rush attempts to increase its variety with its two control schemes, a button-based swing and motion controls.

This button-based control scheme is slightly different from the previous entries. You only need to click once to initiate your swing, and once to adjust your power.

Mario Golf: Super Rush
                       Mario Golf: Super Rush

Accuracy is measured by the “shift” marks that are outside of the meter and funnel outward. The marks on the fairway and off the tee are limited to the top.

However, if you lie they will funnel downward, making it less likely that your shot will be hit. Super Rush’s button-based swing system rewards short grass.

You can add sidespin or alter the trajectory of Mario Golf: World Tour 3DS by moving the joystick up, down, left, and right during the follow-through. Super Rush’s swing system is still familiar to all Mario Golf players, despite slight modifications.

Super Rush’s motion controls offer precision and depth that is far beyond the buttons system. Simply press the Joy-Con’s SL button and swing.

This simplicity is reminiscent of Wii Sports. This doesn’t work well when you play Super Rush’s challenging courses. Although full swings can be managed and are easy to hit on target with, any shot that requires delicate swings, such as chipping or putting is too difficult, it’s possible to do so.

After trying out all six courses Super Rush had to offer, I realized that motion controls weren’t compatible with the intricate designs Camelot designed to showcase the new Speed Golf mode. The courses are full of obstacles that make it more difficult to master the button swing system.

Speed golf is exactly what it sounds like. Although Speed Golf was a popular form of golf, it is not the same as what you see in Super Rush. You’ll be racing to complete each hole as quickly as possible.

You can only play one shot at a time. Each shot takes 30 seconds. You can find coins and hearts scattered around the fairways, which replenish your stamina after running. Terrain changes can also affect stamina, so be aware of the route you choose and where you hit your shot to prepare for the next one.

Speed Golf adds an extra layer of strategy to Mario Golf because everyone is simultaneously playing. Speed Golf has one drawback: you cannot admire your great shots. Two hole-in-ones have been made so far, but I didn’t see them in the cup. I was too busy running and jumping toward the green.

Speed Golf also has a points system, which basically matches play. This can lead to tighter competition. Battle Golf takes the Speed Golf mechanics and turns up the chaos. The stadium course has nine flags and pits up to four players against one another.

The winner is the player who has three flags. This is the twist: once a flag has been claimed, it is gone from the game. It seems like a smart idea to aim for the nearest flag first, but what if there are two other players trying to reach it?

Battle golf emphasizes strategy and skill. There are two types of layouts: one is simple and the other is more complex and full of hazards, enemies, and obstacles. Battle Golf is a party game that creates more chaos than Speed Golf.

It’s lightning-fast and never has a dull moment. Each of the 16 characters has a pair of moves that can be used strategically in these fast-paced modes.

Wario’s “special shot” creates lightning strikes to toy with your shots, Boo “haunts”, your golf ball and sends it off course, while King Bob-omb drops bombs that could get in your way.

Chargin’ Chuck is a fullback trying his best to take down the opposition (he thinks that he’s playing football). Yoshi rides on a giant egg while Chargin’ Chuck dashing.

Because slower golfers are more fit for Speed Golf, I found no one better than the other. The unique super dash of each golfer can speed them to their ball, but it can also deter competitors’ progress.

You can knock down opponents while running. A well-placed special shot can also help to move other golfers’ balls from an ideal position to a less desirable one. These two mechanics are often cool and useful in Speed Golf.

Speed Golf is Mario Golf’s best friend. Except for two traditional courses, which look like real golf courses, Super Rush’s courses are absurd and deranged.

Ridgerock Lake is located on cliffs and is surrounded by water. It features Broiders moving across fairways, Tyfoos protecting greens from strong gusts, as well as vertical wind tunnels that can take you and your ball to the next level. The scattered layout and elevation changes make this a fun course.

Balmy Dunes is a course that’s desert-themed. It features towering Pokeys and giant Sandmaarghs around the fairways. Quicksand is abundant, as well as a wide track that’s great for speed golf.

You can either use your speed to save time and cut through the barren sand, or you can take the scenic route that runs along the fairway.

Here you will find coins and heart-pieces to replenish your stamina. Balmy Dunes’ enemy placement often makes it difficult to think up shots. You can hit fades around Pokeys or take high-launching shots above those Sandmaarghs.

Wild weather Woods is another course that can cause havoc with your game. If you swing your clubs too far back on the course, you could be subject to lightning strikes.

Biddybuds wiggle across the fairway, while Piranha Creepers poke out their heads, forcing you to zigzag towards your ball. Heavy rain can slow down fairways and greens so you need to adjust your strategy for rollout on full shots as well as putting. Bowser Highlands is the final course.

It features Lava Bubbles rising from the fiery depths and Magmaarghs crawling over the edge. Fire Bars circle platforms and you will need to sprint across them to reach your ball.

This is the most dangerous course due to the sheer amount of hazards and obstacles. It makes for an excellent swan song.

Super Rush has some of the most memorable courses in series history. However, six courses are a little too few. Two of them, while great for traditional golfers, feel more like Mario Golf. Nintendo promised to release Super Rush content post-launch, but World Tour for 3DS only had 10 courses.

You must first complete Golf Adventure as your Mii to unlock all the fun and clever courses. Golf Adventure, while the main game mode in Super Rush is great, is not the complete role-playing golf adventure I was expecting.

Although it can unlock all courses, it offers little more than a six-hour introduction to Super Rush.

Super Rush’s semi-open world layout has hubs for each course, and NPCs are scattered around the world. However, the world feels small and lacking in activities beyond the mainline events.

Golf Adventure does not allow motion controls. This is likely because it would be difficult to reach the credits.

Golf Adventure is a game where you are a beginner trying to become a pro golfer. You earn badges that unlock new courses and tournaments. The process of earning badges involves several steps, including short courses before you compete against AI-controlled golfers. Golf

Adventure’s challenges are unique in that you can only play an 18-hole round once. You will be required to score a certain score or meet time constraints. The campaign is almost entirely focused on Speed Golf.

Speed golf is only played in short bursts and not in “tournament” rounds. There are a few boss battles similar to Mario Tennis Aces. Each of these uses the mechanics in fun and entertaining ways, even if they are brief duels.

Sometimes, the disjointed progression of Golf Adventure can be detrimental to the overall experience. It also takes away from the truly compelling game. It does sometimes offer unique opportunities.

Cross Country Golf was my favorite challenge at Ridgerock Lake. You must complete nine holes in under 40 strokes. However, you can choose the order that you want to play them.

This was one of few campaign challenges that I was able to complete without autopilot, largely because it was me and the course.

Bowser Highlands also has a distinct difference in Golf Adventure. It mixes fire and ice holes. The snowy holes are home to Ice Bros and sliding Freezies as well as other Super Mario classics.

Bowser Highlands feels like two courses rolled into one. It’s a course I would love to play outside of Golf Adventure.

Golf Adventure is a terrible game. AI-controlled golfers can be very bad, and this applies not only to the beginning but throughout the entire campaign.

Speed Golf is a problem because you must wait for your opponents to finish the hole before moving on to the next. It can be frustrating to watch Pink Yoshi take a shot in the rough and then turn away from me.

Golf Adventure’s biggest mistake is that after the credits roll, there is nothing left to do. While you can go back to level up your character or complete your set of clubs, it is not possible to play certain sections of the game again.

Golf Adventure doesn’t track your best scores so it’s not a good idea. Your leveled-up Mii will be the best player in the game by the end of the campaign. I have already forbidden myself from playing with him in couch multiplayer.

You can also use the Solo Challenge mode to keep track of your best scores. However, it seems odd that this is not integrated into Golf Adventure.

Mario Golf: Super Rush is a multiplayer game that pits real people against each other online and locally.

Locally, four players can play standard golf. Only two golfers can play Battle Golf or Speed Golf at the same time. This is due to the fact that you can only hit at the same time on standard golf. Speed golf and battle golf are limited to two players. It is still disappointing.

The online mode is very good. It was easy to find a match and my performance didn’t drop even during speed golf. You can either create your own room to invite friends or search for open rooms using filters.

It’s not ranked play, nor is there a progression system. Super Rush will be my favorite game for quite some time if Nintendo holds regular tournaments, like the one that Mario Golf: World Tour hosted. It should be noted that the AI played significantly better than Golf Adventure.

Although I won all matches against CPU-controlled characters, they play competently enough to win. Mario Golf: Super Rush offers three completely different play styles and some truly innovative courses.

It is an original sports game. Battle Golf and Speed Golf allow you to adapt to extreme conditions and balance speed and technique.

Although the button swing system is still great, if you want a motion-controlled, accurate golf game, it’s not for you. Golf Adventure is a strange tournament format and record-keeping system.

This kept me from returning to it. Super Rush may not be the best entry, but it is a worthwhile addition to the series.

Also Read: Scarlet Nexus Review – The Ties That Bind

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