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<!--After hitting an approach shot that landed a few feet from the hole, I dashed down the fairway, hopped over the lip of the bunker and settled over my tap-in for birdie. I wound up making a double bogey. Chargin? Chuck smacked a Bob-omb on the green, blasting my ball into the rough. Then Boo unleashed its special shot, sending my chip woefully right of its target. From there, I frantically missed my long bogey putt and finally tapped in for my lousy score. When Mario Golf: Super Rush is at its best, chaos is what makes it tick. These unpredictable moments are hilarious, adding a new dimension to Camelot?s long-running sports series. Zany courses designed to look more like 3D Super Mario levels and a pair of new fast-paced modes turn the typically leisurely sport of golf into an action game. But for all of the exciting moments and innovation Mario Golf: Super Rush offers, it still feels slim on content and lackluster at times.
Super Rush tries to add to its variety even in its pair of control schemes: a button-based swing system and motion controls. The button-based control scheme differs slightly from previous entries. This time around, you click once to start your swing and just once more to set your power. Accuracy is determined by "shift," marks outside of the meter that funnel outward. Off the tee and in the fairway, the marks are confined to the top, but when you have a bad lie, they start much lower, making it less likely to hit your shot on target. Super Rush's button-based swing system rewards finding the short grass.
Now Playing: Mario Golf: Super Rush Video Review
Like Mario Golf: World Tour for 3DS, you can also add sidespin and alter trajectory by moving the joystick left, right, up, or down during the follow through. Besides a new flop shot mechanic--which requires you to tap A when the on-screen circle turns blue--Super Rush?s accurate swing system will still feel familiar to anyone who has played a Mario Golf title despite the slight changes.
Super Rush?s motion controls are the polar opposite of the button system in terms of depth and precision. You hold the SL button on the Joy-Con and take your swing. The simplicity harks back to Wii Sports. Unfortunately, this doesn?t really work when playing Super Rush?s tricky courses. Full swings are manageable and are fairly easy to hit on target, but any shot that requires a delicate swing, such as chipping or putting, is too much of a guessing game.After playing all six courses Super Rush has to offer, it was clear that motion controls were simply incompatible with the elaborate designs Camelot created to highlight the game's signature new Speed Golf mode. That said, mastering the button swing system, including shaping the golf ball, adding backspin, and tinkering with trajectories is more important than ever because the courses are littered with obstacles, which also make you think more about the type of shot you want to hit.
Speed Golf is exactly as it sounds. While a form of Speed Golf has existed in previous entries, you never actively ran across the course to your ball like you do in Super Rush. Here, you?re racing to finish each hole as fast as you can. Each shot adds 30 seconds to your time, though, so you still need to try to play well while maintaining a brisk pace. Coins are scattered across the fairways along with hearts, which replenish stamina burned from running. Terrain changes affect stamina as well, so you have to consider the route you take and even where you choose to hit your shot to set yourself up for your next one. Speed Golf injects a new layer of strategy and chaos in Mario Golf, since everyone is playing simultaneously. An unfortunate downside to Speed Golf is that you can never admire your good shots. I?ve made two hole-in-ones so far and saw neither of them go into the cup because I was busy jumping and running toward the green. There?s also a points system variant of Speed Golf, which is essentially match play and can lead to some tighter contests.--->
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