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Mario Golf: World Tour Discussion (Nintendo 3DS) [game]
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8.47/10 from 10 user ratings |
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Welcome to the official discussion thread for Mario Golf: World Tour on the 3DS!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
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Mario Golf is a series that has been around perhaps longer than anyone realizes. In America anyway, the first game released June 30th, 1999 for the N64. Just two months shy of it's 15-year anniversary, Camelot Software is bringing another entry back into the limelight on 3DS. In fact, it's been nearly ten years since the last Mario Golf game (crazy to think about). The original game's tag-line was "Tee Up With Mario and His Friends". Here you'll get to do just that, and this time in glorious 3D graphics. Mario Golf brought us the mechanics and the initial characters. It brought us the premise and set the bar high. A few months after the N64 release a Game Boy Color title released. Then Mario Golf: Toadstool Tour, a GameCube gem released in summer of 2003, took things farther with higher-fidelity graphics as well as more Mushroom-Kingdom-esque courses. I'll never forget the joy brought to me by that game that summer and for many years there after. Finally, the last time we saw a club-clad Mario and friends was in June 2004 with Mario Golf: Advanced Tour on the GameBoy Advance which expanded things in a specific direction... RPG-like qualities for character building. In just two short weeks Nintendo fans will finally be able to play the next installment (which receive an initial year-long delay when it was originally intended to be released in Summer 2013). This title looks to expand on the formulas that made it great while finding a middle ground between the two different tiers that have developed over time. This title looks to have a ton of features in store and a ton of gameplay opportunity. It keeps it's arcade-appeal with the classic Power-Bar which allows you to decide just how far to hit the ball, and if you're savvy enough, it allows you to put some hook, draw, or angle to the ball as well. For those who are less versed in these mechanics or just want a more simplified experience, you can once again choose to automate the latter portion of the swing. This time around, being on 3DS and all, you can opt to use the stylus to tap the screen in leu of using a button and also you can use the stylus to decide how to affect the ball post-launch. As you can see from the above screenshots, the game has taken a significantly stronger focus on creative levels inspired by the Mushroom Kingdom, which means I should be getting exactly what I want most from the series. It's uncertain who the final roster will be in the game as playable characters but it is known that you can play as your own Mii and do all sorts of cool stuff. By using your Mii, you can engage in a somewhat altered version of the RPG-like qualities of games' past. Customize your Mii with headgear, clubs, pants, and other features which not only change the design of your golfer but the attributes as well. I'm quite excited to have this customized experience. Check out the game in the Game Database to find all sorts of videos (though I'll post them on page one of this thread as well) and don't forget to add this to your collection come May when the game releases. Also, if you're still finding yourself without a pre-order, Amazon.com still has the game for $29.99 with the pre-order price guarantee. At three-quarters the original price, there's no excuse not to nab this up day one! Check out the main website at mariogolf.nintendo.com and see even more content. There you'll also find more details on the online-component to this game which better explains the 'world' in World Tour. You'll be able to play matches online against opponents from anywhere on the planet. This key feature should give Mario Golf fans abundantly more play-time from their cart or download. You can also check out this great impressions article from Daan Koopman over at NintendoWorldReport. It'll detail even more about courses and gameplay, etc. Now that the game is out, it's time to hit the green and find ourselves in some tournaments! Below are the codes for various Negative World Tournaments. I'll do my best to keep up on these as they change. Tournaments Tournament 3: 64-5705-3846-4942 Tournament 4: 03-0537-2193-5082
Community: 50-3155-4188-2450Reviews
Nintendo Life - 9 / 10
IGN - 8.6 / 10 NintendoWorldReport.com - 8.5 / 10 Destructoid - 8.5 / 10 Eurogamer - 8 / 10 Polygon - 8 / 10
EGM Now - 7.5 / 10 Videogamer - 7 / 10 Gamespot - 7 / 10
Edge-Online - 6 / 10 DigitalSpy - 3 / 5 Joystiq - 3 / 5
Average Score: 7.51/10URL to share (right click and copy)
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04/20/14, 18:08 Edited: 05/24/14, 23:12
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I've never played a Mario Golf game before, and I downloaded this last night. I'm still on the Forest Course, but can anyone give me some tips as to... what I do, exactly? So far it's been... super standard. Aim your shot, time the hit... nothing else? I mean, I can put some topspin or backspin on it, but the "tutorial" was to show me what the buttons do, which I already knew. I assume there's more depth to this than that? Showing me pretty much exactly where the ball is going to land if I get my shot right seems to kind of kill the point of a golf game?
The green is a little more difficult, since it's bumpy, but maybe I'm missing something about the camera controls, I can't seem to actually rotate or tilt the camera so I can get a better read on the green, which means I do a lot of guesswork.
It gives me the option for things like power hits, which it doesn't explain the downside of, if there is one, then middle-long-short on the green, which I know nothing about? And then I've got access to all my clubs but it seems to choose the most appropriate one by default? So why give me the option? |
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Let's see if I can answer these questions having not actually played the game...
Aim your shot, time the hit... nothing else?
In Toadstool Tour you could also (in real time) select where to hit the ball in case you wanted to shoot high / low or hook / slice it.
Showing me pretty much exactly where the ball is going to land if I get my shot right seems to kind of kill the point of a golf game?
Not once the courses get balls hard as the later ones tend to. Plus wind makes that not totally true. Plus part of the skill of golf is figuring out where you should even be shooting for, thinking a few shots ahead, etc.
It gives me the option for things like power hits, which it doesn't explain the downside of, if there is one
In Toadstool Tour you had a limited amount per round, although if you hit the ball perfect while using one you didn't lose it.
then middle-long-short on the green, which I know nothing about?
This is just basically so that you don't have to use the same power bar for a foot long putt versus a hundred foot long putt... in long the bar represents 100 feet or so, short 30 feet? So on shorter putts you use short and you have more precision. It doesn't actually effect anything else though, it's not like choosing different clubs or anything.
And then I've got access to all my clubs but it seems to choose the most appropriate one by default? So why give me the option?
It chooses the best one for the distance left to the hole, but that isn't always going to be the most appropriate one. If you have a lot of wind in your face you might want to choose a club with a low arc because it will spend less time in the air to cover the same distance and thus be less affected by the wind. If you want to land very precisely in a tiny area you want the opposite... a club with a high arc will roll less on landing so you can stick the landings better. Generally speaking the clubs that shoot for distance like your driver, woods, etc. have low arcs and the clubs that go shorter like your irons, wedges, etc. have higher arcs. Also the clubs that hit the shortest distance will give you a wider "ok" area when shooting so you have less of a chance of hooking / slicing with them, which helps in certain situations where a hook or a slice would be very bad... skinny fairway, for instance, or trying to land on some tiny island, etc. Avoiding various obstacles will depend on choosing a club with the right arc for the situation as well... popping up over trees, hitting low under... I dunno, weird ruins or whatever is in this game. Or you might decide to use a power shot with a shorter distance club just to get that wider "ok" area on the hit. Plus sometimes the longest shot is just plain too risky and you will want to lay up with a shorter, more conservative shot. Especially in later courses where you're just going to end up out of bounds or in the water or lava or whatever if you keep driving hard every shot.
So yeah, lots of reasons to think about using other clubs than the default one they select for you. I'd say maybe 95% of the time in the early, easier courses the default club is the one I end up using... probably closer to 50-75% in the later, tougher courses. |
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@Xbob42To add onto what Zero said, it's preferable to play on Manual rather than Auto (Easy) mode. In the demo for World Tour, there's a button on the touchscreen that toggles between them. Manual has you pressing the button twice--once for power, and once for accuracy, while Easy will typically make your accuracy pretty solid either way (albeit not necessarily perfect, if it still uses Toadstool Tour's system). The real advantage to playing on Manual is that you can give your ball topspin or backspin. By pressing A twice when aiming for accuracy, you get topspin, and that'll give the ball an extra boost once it hits the ground (useful for long drives, as long as you give yourself some wiggle room for the landing). Pressing B twice will give it backspin, which does the exact opposite--stops the roll short, which definitely helps with landing near the pin, or trying to avoid hazards on the fairway. In addition, there's also Super Topspin and Super Backspin (done with A-B and B-A respectively), and are basically what they sound like. Super Topspin is great for long drives as it gives your ball an even further boost, while Super Backspin actually causes the ball to roll backwards when landing, which is good for correctional shots if you happen to give it more power than you want on the windup. And yeah, you can determine where on the ball to hit as well by using the analogue stick once the meter starts. Hitting high will make the ball not arc as high (good for avoiding wind speeds) and not roll as far when landing. Hitting low will make the ball sail higher (good for getting out of bunkers or riding the wind) and roll further when landing. Hitting the left or right side of the ball will cause your shot to arc in that direction (then curve back toward the center), which comes in handy for getting around obstacles that may be right in front of you. WT seems to pretty much have all of TT's mechanics, and I got a lot of enjoyment out of TT. A little too much, actually, because it's kind of keeping me from picking up WT. |
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