Libra: Mario Golf: Super Rush

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Libra is our “first impressions” series. These are generally spoiler free, but may reveal some base plot points and mechanic details.


I’ve been wishing for a new entry into the Mario Golf series for what seems like an eternity. Now, however, the “putting plumber” has finally found his way to the Switch in Mario Golf: Super Rush, and I have been eagerly anticipating it since it was revealed to be in development by Camelot. With the return of the franchise, Nintendo and Camelot have also chosen to reintroduce RPG mechanics in the formula, and that is what these impressions will primarily focus on. This is an RPG site, after all!


The Gist


In Mario Golf: Super Rush, Mario and his friends (and enemies) are competing in the Mushroom Kingdom Open. In Adventure Mode, there is one last spot in the tournament for a rookie and it’s up to you (the player) to outperform Chuck, Boo, and Toadette to claim that last spot.

The beginning of Adventure Mode plays as you might expect, and presents the tutorial to the player in an efficient manner. Unfortunately, you’ll immediately notice how annoying each NPC sounds as you interact with them throughout the beginning of Adventure Mode. Each character will bark out the same annoying sound during dialogue and it quickly becomes frustrating. Make it through that, though, and it’s finally time to hit the links!

Swing mechanics are as precise as can be in Adventure Mode, as the three-click system returns once again. Surprisingly, motion controls are NOT an option in Adventure Mode, and this feels like a head-scratching omission because motion controls are my preferred choice in other modes. In short, I simply couldn’t help feeling disappointed by its absence.

In true RPG fashion, your Mii won’t start out with much power, control, or accuracy, so you have to complete certain tasks and compete on the course in order to gain the opportunity to level up those golf attributes. Mario Golf: Super Rush adds an interesting gimmick to the mix, however…speed. As you progress, you have the option to level up speed for use in timed challenges and in Speed Golf Mode. I plan to include more information about Speed Golf in my full review very soon!

Overall, I am thrilled to have a progression system back in Mario Golf, and I have no major complaints about Mario Golf: Super Rush thus far.


+

  • RPG mechanics return!
  • Smooth controls.
  • Speed Golf is a fun addition.

  • No motion controls in Adventure Mode.
  • Annoying dialogue sounds.
  • Courses are a bit bland for a Mario Golf entry.

It’s already clear to me that I could probably nitpick Mario Golf: Super Rush to death. Having said that, I still find myself looking forward to playing it all day as the overall fun factor is definitely there. Will that be enough for me to recommend it in the end? The jury is still out – but check back soon for the final verdict!

About the Author

  • Timothy Taylor

    Writer/Father/ Carpenter graduate of The U of Alabama. I chose Pikachu over Eevee.Switch User name: TimmyDale. Currently playing: DBZ XV2, Bioshock Collection, Halo: MC Collection, Sense, FFIX

Timothy Taylor

Timothy Taylor

Writer/Father/ Carpenter graduate of The U of Alabama. I chose Pikachu over Eevee.Switch User name: TimmyDale. Currently playing: DBZ XV2, Bioshock Collection, Halo: MC Collection, Sense, FFIX

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