Tag Archives: Mario

Random: Team Xbox Has A Bit Of A Soft Spot For Paper Mario On GameCube

Paper Mario The Thousand Year Door

The GameCube era might not have been anywhere near as successful as certain other Nintendo generations, but it was home to a lot of fantastic exclusives.

It’s got such a legacy, in fact, that the official Xbox social media account on Twitter recently went to the extent of suggesting why it’s “more than a worthy pick” as the “best console” – when it’s got great games like Fire Emblem: Path of Radiance, Eternal Darkness and the fan favourite Paper Mario entry, Thousand-Year Door.

As you can see above, this whole conversation actually stems from an Xbox tweet responding to the “PS5 is better” comments. Xbox thinks the best console is the one you choose to play, and well, that’s how the conversation turned to the GameCube…

In a separate tweet, the same account showed its love for the Thousand-Year Door character Vivian:

While you might not be able to play The Thousand-Year Door on the Nintendo Switch, you can always settle with last year’s release, Paper Mario: The Origami King. We gave the latest entry eight out of ten stars and said it was one of the funniest games in the series.

What would you consider the best console of all time? Do you agree with what team Xbox has to say about this ongoing debate? Leave your own thoughts down below.

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This post originally posted here Nintendo Life | Latest News

Mario Kart Tour Kicks Off Its Los Angeles Tour With Some Baseball Style

Mario Kart Tour is in the middle of its Summertime Celebration, and has kicked off its Los Angeles Tour which will run until 27th/28th July. It doesn’t offer an all-new track but rather ‘a new route on Los Angeles Laps’; there’s also a new kart and outfit to get after.

As you can see below there’s the ‘Pinch Hitter kart’ which looks like the baseball hat table from Animal Crossing: New Horizons, albeit on wheels.

Mario can also get a helmet and a baseball uniform that’s seemingly designed to be as non-committal as possible – the pinstripe design and colours don’t quite match any current MLB uniform to avoid all those ‘Mario is an X fan, booooo’ comments. Well played, Nintendo.

Mario Kart Tour PLAY BALL© Nintendo

Baseball loyalties aside, let us know if you’re planning to jump into Mario Kart Tour over the next two weeks!

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This post originally posted here Nintendo Life | Latest News

Tag Heuer Reveals Limited-Edition $2,150 Super Mario Watch

Tag Heuer x Super Mario

Update: Tag Heuer has now unveiled its the Tag Heuer Connected x Super Mario watch, a limited-edition piece that’ll cost a staggering, if unsurprising, $ 2,150.

The new release is actually a special edition of the Tag Heuer Connected, a digital watch that uses Android’s Wear OS tech (thanks, VGC). Over on the Tag Heuer website, visitors are taken on a tour of the watch’s features, which include special animations that change as you meet certain activity milestones, different watch faces, and access to all of Google Suite’s widgets such as Calendar, Emails and more.

On Instagram, Tag Heuer explains how you can get your hands on one:

Unveiling our newest collaboration that’s sure to bring both the watchmaking and gaming worlds in new territories! Nintendo’s iconic character, Mario, is taking over the TAG Heuer Connected with a new limited edition timepiece in a daring, creative style.

Available for purchase on July 15th, dropping at the right moment for you: 
Japan 10 AM – Local Time, 
Europe 10 AM – Geneva Time, 
USA 10 AM – Washington Time. And 2 hours before for the priority subscribers.

The Tag Heuer Connected x Super Mario watch will be limited to 2000 units, going on sale exclusively at select ‘super boutique’ locations and the Tag Heuer website from 15th July.

Original Article (Fri 9th Jul, 2021 11:00 BST): Luxury watchmaker and fashion accessory brand Tag Heuer has teased a new and surprising collaboration with none other than Super Mario.

Very little has been revealed about the collab so far, but what we do know is that an exclusive limited-edition product is set to go up for early access next week. You can register on Tag Heuer’s website to gain access to this early listing if you wish; the page features a countdown to the big reveal, alongside an image of the Mario case shown above.

The collab was also teased on social media [Update – original tweet deleted, new tweet embedded]:

Are you intrigued? Assuming it’s going to be a luxury Mario watch, are you going to be keeping an eye on that early access listing? Let us know your thoughts in the comments.

Guide: Where To Pre-Order LEGO Luigi – LEGO Super Mario Adventures With Luigi Starter Course

Update 9th Aug, 2021: Pre-orders for the LEGO Luigi Starter Course and LEGO Bowser’s Airship are live on My Nintendo Store UK.

Where To Pre-Order LEGO Luigi

It might have taken a while (a year to the day, in fact) for Luigi to catch up with his brother, but come August 1 you’ll be able to have a proper fraternal reunion in bricky blocky form. Yes, LEGO Luigi is on the way as part of the new LEGO Super Mario Adventures with Luigi Starter Course set scheduled for release at the start of August.

LEGO Luigi is interactive in much the same way as his brother, with a tiny LCD screens powered by two AAA batteries that react to movement, colour and certain special bricks. His eyes, mouth and belly react to these inputs and a tiny speaker in the figure adds trademark sounds and musical phrases from the series.

Luigi’s phrases are unique to him, of course, and his Starter Set comes with new characters, including a Pink Yoshi and a showdown with Boom Boom. Luigi can also interact with all the other available LEGO Super Mario sets, so you don’t have to worry about compatibility (you can find out more about how they came to be in our interview with the project’s lead designer).

“It’s LEGO Luigi Time! Introducing #LEGOSuperMario Adventures with Luigi Starter Course! Meet up with Pink Yoshi and go face-to-face with Boom Boom.

“Pre-order today! https://t.co/jKB5vhq7ye pic.twitter.com/itcKhyWdRJ

“— Nintendo of America (@NintendoAmerica) April 20, 2021

We’ve scoured the web and tracked down the best options for the LEGO Luigi Starter Set in the UK and US. We’ll update this article with more options and bundles as we find them, so be sure to check back.

Please note that some external links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.

Pre-order LEGO Luigi in the UK:

In the UK (and Europe, too), pre-orders for the new Luigi and Bowser sets are now live. Get in! Or, as Luigi would say, er… “Get-a in!”.

Pre-order LEGO Luigi in North America:

Right now we can only find LEGO Luigi up for pre-order from The LEGO Group itself, but we’ll add more retailers if any decent deals present themselves. Bowser’s Airship is up for pre-order at Zavvi.

Guide: Where To Pre-Order LEGO Luigi - LEGO Super Mario Adventures With Luigi Starter Course

Can you resist putting down a pre-order on Luigi? Let us know below and don’t forget to check back as we add the best offers when they pop up.

Read more here >>> Nintendo Life | Latest News

Random: Super Mario Sunshine's FLUDD Shows Up In The New Mario Golf Game

Mario Sunshine FLUDDNintendo Life

F.L.U.D.D. might not be a household name, but if you’re a longtime Mario fan, you’ve likely heard about this nifty device before.

It first appeared in the 2002 GameCube release Super Mario Sunshine and is an incredibly important tool for Mario throughout his adventure – a bit like the Poltergust 3000 in the Luigi’s Mansion series. You might have even gone hands-on with F.L.U.D.D. when Nintendo re-released Sunshine in the Super Mario 3D All-Stars anniversary collection last year.

To get to the point, it seems F.L.U.D.D. has returned, but not in a way everyone might have expected. In Nintendo’s latest game Mario Golf: Super Rush it makes a cameo as a corner post, and well, Mario fans online have of course taken notice:

As you can see above, it’s got people’s hopes up for a sequel of sorts to Mario’s 3D adventure on the GameCube. While it’s probably best to just treat this as nothing more than a cool easter egg, who knows what could potentially be on the horizon.

Have you spotted F.L.U.D.D. in Mario Golf: Super Rush yet? Do you think this is a sign of things to come? How are you finding Mario’s new golf game? Leave your own thoughts down below.

This post originally appeared on Nintendo Life | Latest News

Guide: Mario Golf: Super Rush Guide – Tips And Hints For Mastering Mario Golf On Switch

Mario Golf Super Rush Guide1© Nintendo

Mario Golf: Super Rush is out now on Nintendo Switch, the latest sports spin-off from Camelot. This time we’re back on a variety of courses playing wacky-ish golf and racing around the fairway in a variety of game modes.

In this guide we will equip you with key information about the best Mario Golf characters, how to create the best Mario Golf Mii and other general tips to help you get the most out of your rounds.

Mario Golf: Super Rush Walkthrough, Tips And Hints

First of all, we have two guides that focus on specific details:

How to create the Best Mii in Mario Golf: Super Rush

The first article below relates to the Golf Adventure mode, in which you play as and gradually level-up and customise your Mii, so our guide gives tips on how to make your Mii the best golfer possible:

Mario Golf: Super Rush Character Stats — Which Is The Best Character?

Secondly we have our roster guide, which shows you all of the Mushroom Kingdom cast and their related stats:

Now, for the rest of this guide we’ll give you an overview of the game modes, along with essential tips and hints to help you shoot under par and have a fun time doing it.

Mario Golf Super Rush Guide2© Nintendo Life / Nintendo

Mario Golf: Super Rush Game Modes

Golf Adventure

Unless you plan to jump straight into multiplayer, this is an ideal starting point in the game. The campaign should last 6-10 hours, depending on ability level, and it does a nice job of introducing various mechanics and courses. It’s also the path to upgrading your Mii, which we outline in the guide highlighted near the top of this article.

In addition to levelling up and improving the stats for your Mii character, Golf Adventure is one route to unlocking all of the game’s courses. Each stage of the story will take you to towns / hub areas for each course, and challenges will introduce you to a small number of holes at a time, with a ‘qualifying’ challenge in which you then work through 9 holes or even the full course. When you clear an area you unlock the course for play in any modes.

To get the most out of Golf Adventure we suggest seeking out the shop in each area. They have two Toads, one that will give advice on conditions for the course and the most suitable clubs, and another that’ll offer various equipment upgrades unique to the area. For example, when in a sandy course like Balmy Dunes there will be a 3 wood that allows the ball to skip off sandy surfaces, or a sand wedge that offers increased accuracy out of bunkers. Various clothes are also available that offer specific benefits to areas such as stamina, or increased speed running through the rough etc. The mode is generous enough with currency, so don’t be afraid to splash the cash (though you likely won’t need to buy everything).

Solo Challenges

While Golf Adventure is your route to building a strong Mii character, boosting the Mushroom Kingdom roster is done quickest through playing rounds in Solo Challenges. Every member of the roster has two upgrades available at 1000 and then 3000 character points – the unlocks provide new specialised Club Sets. You will likely need to complete 3 or 4 rounds of courses to reach 1000 character points, so it may take a little time to get your favourite character their full Club Set unlocks. To track progress on character points you can select Play Stats from the home screen.

Your options in this mode are very simple. You can play 18 hole rounds of any unlocked courses, either in Score Attack (standard play for the lowest score possible) or Time Attack (where you run to the ball between shots and aim for speed). You can also use button or motion control options.

Mario Golf Super Rush Guide2© Nintendo Life / Nintendo

Play Golf

This is the main mode aside from Golf Adventure, allowing you lots of customisation options for solo, local multiplayer or online multiplayer. You can choose from Standard Golf, Speed Golf, Battle Golf or Network Play. We’ll outline the game types in detail later in this guide.

All modes offer excellent flexibility depending on how you want to play. If you have enough controllers, for example four Joy-Cons, you can have up to four players locally in ‘Standard Golf’. You can use a mix of single Joy-Cons and Pro Controllers when using Button Controls, whereas Motion Controls will require you to sync up individual Joy-Cons wirelessly. You can also fill empty slots with CPU characters, or alternatively opt to play solo or only with other players. It’s worth noting that Speed and Battle Golf are limited to two players locally, due to the need for split screen as the characters run between shots.

You can choose between different formats for each mode (covered in the relevant section below), and can even customise various areas of the round. You can choose to play 3, 6, 9 or 18 holes, determine a starting hole, choose Tees (closer or further away from the pin), set wind levels and turn Special Shots (triggered once the gauge is full) on or off.

Network Play doesn’t have any ranking or Tournament modes, but is a very useful way to find casual lobbies or connect remotely with friends and families, with the same core customisation options as offline play. When playing online you’re limited to two players on the same system, and can either search for lobbies to join and create your own. You can enable a password if you’re seeking a private match, and set permissions to ‘Anyone’ or ‘Friends Only’. If establishing a lobby of your own you can even limit player numbers in the range 2-4, while you have to determine whether Mii Characters are allowed or blocked. Control options are also the same online, so you can opt for Button or Motion controls.

Local Play is also supported if you have a friend in the same room on another system that has a copy of the game. You can only have two players per system, so matches are still limited to a maximum of four.

Golf Guide

This area is split into two categories. Golf Controls provides various tutorial-style screens that cover most of the mechanics of the game. It’s worth reading through these, especially sections on Shift & Control, Rain Effects, Carry & Run and more. They’re simple static screens and explanations of controls, but are nonetheless a good early stop.

Golf Lingo in this area is a surprisingly substantial A-Z of golf-related terminology, which is worth a look for complete newcomers to the sport.

Screen7portable© Nintendo Life / Nintendo

Mario Golf: Super Rush Game Types

Standard Golf

As the name suggests, this is the most traditional style of golf available in Mario Golf: Super Rush. This mode is particularly well suited for motion controls, as you simple make your shots without the need to manually move your character through each hole. Simply make your shots, what the cinematic and then repeat the process.

There are two format choices – Stroke Play is the traditional golf model in which you aim for the lowest score possible. Point Play rewards points determined on performance on each hole, making each hole a contest with less focus on shooting a low score over the course of the round.

Speed Golf

Perhaps the big focus of the game, this mode tasks you with making your shots quickly and then dashing to your ball for each shot. You have limited stamina to Dash, but dashing will allow you to bump opponents and even get ‘slipstream’ boosts when chasing behind another player. When your stamina gauge is green you can ‘Special Dash’ with the bumper (L or R, depending on controller) for extra speed and impact on opponents.

In speed golf two times combine in importance. There’s the actual time that it takes to clear the hole, and then 30 seconds is added for each shot in the hole. As a result fast play with too many shots will not lead to wins, a balance of accuracy and speed is important.

When playing Speed Golf you can opt for High Score or Best Time rules. High Score gives placements after each hole, with points awarded depending on who was 1st, 2nd, 3rd and 4th. Most points at the end of the round wins. Alternatively there is ‘Best Time’, in which the overall lowest time at the end of the contest wins.

Mario Golf Super Rush Guide4© Nintendo Life / Nintendo

Battle Golf

This is a rather unique mode to the game, which puts the focus on utilising Dash, Special Dash and Rush moves. There are two arena ‘courses’, which take the form of stadiums, and all players can target any hole/pin in any order. Once a player completes a hole it is claimed and disappears from the map, so sometimes it makes sense to target a different hole from every other player. The first player to 3 holes wins.

You can choose Strategic arena (‘simple terrain that puts the focus on strategy’) or Technical arena (‘complex terrain that puts the focus on technique’), and either enable or disable ‘Rush Countdown’. That 60 second countdown triggers environmental effects every 60 seconds, such as hitting players with lightning or changing balls in Yoshi eggs.

Matches are typically very short, but should be particularly fun in local or online multiplayer.

Mario Golf Super Rush Guide5© Nintendo Life / Nintendo

Tips To Master The Courses In Mario Golf: Super Rush

Judging distance and applying spin

Mario Golf: Super Rush goes a little further than most games to help you figure out the range for each of your clubs. When you press the X button (up the upper button on a single Joy-Con) you get an overhead view of the hole, where you can adjust the direction of your shot, cycle between clubs and choose a strategy. You’ll see a white bar at the end of the shot, which represents the landing point and run (distance after landing) of a full power standard spin hit. You can use this to carefully plan your hits, power and spin.

One mistake we made early on was treating it as an estimate, and trying to use the logic we’d apply in other gold games to judge distance. Don’t do this, trust the white line, in particular the outer edge which shows the extent of the ball’s distance with a normal bounce. If the range is a little short of the ideal position, for example, apply topspin to your shot for that little extra carry, and of course the reverse with backspin if the line is further. At times you will need to hit with less power so the ball won’t reach that optimal distance, but it’s a very powerful guide.

Applying spin is another key thing to master, which is simple in button controls. All you do is switch to using A / right button for topspin and B / down button for backspin when setting the power gauge. One tap for standard spin, double tap for ‘super’ spin top push the ball on further or stop it quicker.

Once you get a feel for the game’s system in terms of distance and spin, you’ll be able to make some seriously impressive approach shots.

Master Curve and Elevated shots

If, like us, your first few attempts at curve shots go wrong and your ball flies too far left or right, don’t panic! A curve shot is effectively where you apply an after-effect to ‘curve’ the ball to the left or right. An example of when to use this is when you need to reach the green but a high obstacle or set of trees is blocking your way.

This is applied during the second rise of the shot gauge; after the initial gauge to set the power, it rises again to determine accuracy. At this point you can push left or right on the left analogue stick, and you’ll see arrows appear on the gauge; the further you push the stick the greater the curve. It can be a pretty aggressive move, which can be hugely useful on later and trickier courses later in the game.

Shot elevation can also be key; high shots are sometimes necessary to avoid obstacles or reach new areas of a course. In this case you simply push up on the left stick as the gauge fills; just be aware that the ball will be more vulnerable to wind when elevated.

Mario Golf Super Rush Guide6© Nintendo Life / Nintendo

Play the conditions

Though Mario Golf: Super Rush is a more fantastical take on the game, always take a look at the user interface to gain information on conditions. Wind direction and speed is the key, so be sure to adjust your shot direction and distance to accommodate that.

Wet conditions are also a key thing to note, especially with putts. When you’re in rainy conditions you’ll need to give more power than usual to your putts as the ball will slow down on the wet grass (more on putting below).

Tips for putting and Power Shots

At the two extremes of your shot range are putts and power shots, but they can transform your round.

Starting with putting, you’ll get used to the game’s visual cues to outline the green’s movements. A grid will appear, and for a straight shot the grid will have flat lines, with left and right arrows showing the expected movement; if the arrows are going to your left, adjust your shot to the right. On most holes, barring some late and difficult examples, you can switch to the overhead view and aim your putt to the edge of the hole; you won’t often need to aim further, except when the arrows are strong.

The slope of the green is also important. If the grid is white it’s flat, and we suggest a power level a small amount past the flag / pin icon on the gauge. A red grid means downhill, so use power a little under the flat icon. Finally a blue grid means an uphill gradient, so you need give the shot a hefty boost above the icon.

On the other scale there may be longer holes where you want a longer initial drive – if your Special Gauge is full (on the left of the UI, will be blue when full) you can set your direction, then hit L; when you hit your shot it’ll be a Special Shot that gives you more range, and likewise each character’s special has a different impact on surrounding players as well.

Going for a group run

Finally, let’s wrap up with some words about the movement between shots in Speed and Battle golf. In plenty of modes you’ll be lining up and playing at the same time as others or need to clock the lowest time possible. After your shot you use B / down button to dash, which will slowly deplete your stamina gauge. While Golf Adventure gives you coins to collect (to boost Special Guage) and hearts to increase stamina, standard speed golf doesn’t do this. As a result use standard dash to preserve stamina as much as possible, and if you run behind another player you can also slipstream to gain extra boost.

If you want to knock an opponent down or disrupt them, you can use the L button for a special dash as long as your stamina gauge is green. This gives you a short-lived super boost, which can also knock over opponents and significantly slow them down.

Finally, if you get caught in deep sand or mud and your character slows down drastically, tap A / right button repeatedly to jump and get out.

That’s it for this Mario Golf: Super Rush tips and hints guide. We will update as the game adds new content on the future, and if you have specific questions or requests drop them in the comments and we’ll take a look!

This post originally appeared on Nintendo Life | Latest News

Review: Mario Golf: Super Rush – A Solid Swing, But Par For The Course

Camelot is a studio that has, for many years, dutifully churned out mascot sports games for Nintendo. Players often go back to the retro days when pinpointing the company’s best efforts, though if you go by most recent form — Mario Tennis Aces — the studio is still doing good work. After serving up court-based action it’s now back to the golf course, though Mario Golf: Super Rush feels more like a spiritual successor to Aces than an actual sequel to Mario Golf: World Tour. That’s fine, but Super Rush leaves us with some mixed feelings.

When writing about any game in this series the first task is to assess the story mode, in this case ‘Golf Adventure’. This mode is the ideal starting point and also continues the recent mini-resurgence of Nintendo’s Miis, as you take your little avatar — in this writer’s case an unnaturally chilled out, healthier version of the real person — on a quest to become a pro golfer; there are three save slots, too. There’s actually a story of sorts here, albeit one that goes from being mundane to utterly goofy at the drop of a hat about two thirds of the way through. There’s a very sudden flipping of the script, which is more throwaway than clever. That said, we think young gamers in particular will enjoy the silliness, and we went with it and had fun.

Your Mii starts off in accommodation that’s run by Birdo, meeting up with a few ‘rival’ rookies all keen to be the next big thing. Though you’re typically limited to going from A to B to complete training tasks and challenges there’s a pleasant surprise in how charming the world is, and that this is a game that brings us back to ‘that Switch life’ of buttery smooth 60fps performance in a first-party game. This is achieved courtesy of relatively simplistic visuals, undoubtedly, but ‘chunky’ and ‘colourful’ is perfectly suitable for a Nintendo sports game. You get free movement to explore multiple hub areas / towns and each has its own distinct style. Just remember to visit the shop in each area — the game weirdly doesn’t give any prompts to do this and it’ll help with progress.

So begins a lot of golf, of varying styles, and you very rapidly start to level up. The upgrade system is solid, and occasionally upgrading one stat by two points will lower another by one, so there’s a light amount of balancing at play. Most skilled players will ultimately be able to build a rather impressive all-rounder, but it’s all well implemented; the fact there are ‘speed’ and ‘stamina’ gauges near the top is also a good clue of this mode’s priorities.

It’s simple but effective enough, and as you progress there are some specialised clothes and equipment to pick up that come into play on certain courses. The foundation blocks of adventure and character customisation are there and, though nothing special, it’s absolutely fine and suitable for players of pretty much any level.

The adventure becomes the ideal way to learn about different modes and strategies, with each area and its distinct courses throwing up new ideas or environments to overcome. We will say that the second area introduces ‘cross country’ golf that is downright bad; the idea is that you tackle holes in any order you want, but have to navigate steep changes in elevation and hazards. We can see what the intent was here, but it is not enjoyable, and presumably the development team had an inkling it was a weak point as you never see this style of golf again. So, grit your teeth, clear it, and pretend it didn’t happen.

The rest of the challenges are definitely better, though you won’t be playing much chilled out golf. Some of the progression gets repetitive as you ultimately end up playing timed or speed golf over and over again; this is where the ‘rush’ part of the game and the advertising kicks in.

The gimmick is that you run to the ball after each shot and you are constantly keeping an eye on a countdown. It’s not just about speed, though, as your end score in speed golf, for example, is your completion time plus 30 seconds per shot, so finding the balance between speed and accuracy is important. It’s enjoyable, though we did occasionally want to play a normal round in the story with those cinematic views of shots, as opposed to dashing around constantly.

For chunks of the experience the Adventure feels low on ideas, as you’re told to play 3 holes first, then another set, then a ‘qualifying’ round to upgrade your badge; it’s understandable as it teaches you courses and conditions, but lacks creativity. Then, as mentioned above, there’s a plot twist and you get to learn one of two slightly quirkier techniques and even have a few boss encounters. They’re pretty basic but it is silly fun, and by the time we wrapped up the story the overall impression was positive. This is very B-tier in terms of polish and quality — a topic we’ll revisit in a second — but it is endearing and is a great way to learn the mechanics. There are moments and aspects of the experience that raise a smile, which is mission accomplished.

Depending on ability level, we think the Adventure will take players anywhere from 6-10 hours. You then move onto general play, which is where you can experiment with the varied roster — for example to see what their Super moves do — or jump into multiplayer. After finishing the story we were at the point where our Mii was a stronger option than the actual characters, though you can earn ‘experience’ points to get them up to Star level and improve their clubs. The game falls a little flat here, however. The Solo Challenge area is where you go about levelling characters up, but this merely consists of stroke play or speed golf rounds of courses, and nothing else. There are no intriguing or clever challenges here to make things interesting, which makes levelling up feel like a true grind. The lack of smart challenges — a good feature of its 3DS predecessor — is a disappointment.

There are, however, good options if you want to jump into some customised solo rounds or local multiplayer. Six courses unlock as you play the Adventure or, alternatively, if you want to skip the story the next course will unlock after completing a full round of its predecessor. Standard and Speed golf are featured, and whether setting up a solo or multiplayer session you get good customisation options in terms of how many holes to play, where to start on the course, conditions and more.

Battle Golf is a quickfire new mode that also makes an appearance. This takes place across two arenas, and your goal is to complete three holes before anyone else. You can go for any pin you want, but once a player has completed that hole it disappears from the map, which makes it a rather amusing scramble. When you throw in each character’s star move shots and their impacts — for example knocking your ball away or even transforming it into something like an egg — there’s a nice element of chaotic wackiness to the battles. With only two courses and such short matches, however, it’s not going to hold attention for long.

Nevertheless, playing any of the modes in multiplayer works well, with Camelot covering most bases in terms of control options and deciding how long a round will last. Though the game defaults to (and is easiest to play with) standard button controls, there are also motion controls using the Joy-Con. They’re well implemented and quite intuitive, and the little controller is very accurate in detecting your swing and its power. It’s still far easier to do more complex stuff like applying spin and fade/draw with the buttons but as an alternative that gets you off the couch, the motion controls are accurate and enjoyable to use.

We also got to test the online multiplayer to a limited degree, albeit we had to join a pre-determined lobby and the servers were naturally not under any real strain in the pre-release review period. It was lag free, but that’s not particularly important in multiplayer golf, beyond messing each other up with super shots and limited environmental effects. The setup options are pretty much identical to local multiplayer, and lobbies can also be set for friends only and with or without passwords; you can even add up to two CPU players to fill out spots. If you want to play with family or friends remotely it’s a very competent option, though there’s no in-game communication — not even text messages — so you’ll have to do that through other means. If you still actually use the Nintendo Switch Online app, though, it’ll support voice chat for this title.

Lots of positives then, but there are some disappointing aspects around this title. Wrapping up our thoughts on the online feature-set, it lacks any incentive to compete — if you’re not just playing with friends, there’s not much point to jumping in. There’s no ranking system of any kind and it lacks the basic but enjoyable tournaments of Mario Tennis Aces, which itself was a step back from the excellent online Tournaments in World Tour on 3DS. Super Rush’s portable golfing predecessor setup regular events in which you’d register a score and get a placing (gold, silver, bronze) depending on scores from players around the globe. An equivalent here would have been very welcome.

There’s also an inescapable feeling that, despite a premium price-point, this is a mid/B-tier first-party release from Nintendo. There is a good level of content but it lacks spark, and of the six courses we think only two or three are particularly interesting. In the context of Mario Golf and on capable hardware there’s a lot of variety and environmental manipulation that could have been implemented, but the designs end up being rather safe and uninspired, even in the later unlocks that attempt a little wackiness.

This limited level of creativity is shown in the aforementioned disappointing Solo Challenges, and especially in the Adventure there’s a feeling of corners and budgets cut. There’s poorly used and repetitive voice sampling — the constant ‘Hey Hey’ of the coach irritated this player and others that happened to be in the room — along with basic storytelling. Limited animations of characters and a lack of visual flair for story segments all feel like they come from a discounted first-party effort. The music, also, is rather weak; the core theme is reasonable albeit nothing special, but some clips for between holes (as an example) sound more like royalty-free tracks than something you’d expect to hear in a Mario game.

None of this ruins the experience, not by a long way, and despite these complaints there is still a good amount of content, decent golf mechanics and just enough wackiness to justify having the Mushroom Kingdom cast on board. Those aforementioned irritations do strip away the sense that this is a premium first-party game, though. As enthusiasts, we may have come to expect this in recent Camelot titles, but for those expecting the same quality as other first-party efforts with a $ 60 price tag, they may feel underwhelmed by Super Rush.

This post originally appeared on Nintendo Life | Reviews

Mario Party Superstars Will Be The First Nintendo Game To Receive Brazilian Portuguese Localisation

Mario Party Superstars

Mario Party Superstars is set to receive Brazilian Portuguese localisation from launch when it releases this October, becoming the first of Nintendo’s first-party titles to do so.

Over the past few months, Nintendo has been increasingly improving its product availability and services across Brazil, with the Switch officially launching in the country last September. Fans were forced to import Nintendo games and consoles from elsewhere up until that point, but now have access to legitimate local purchase options and a fully functioning Nintendo eShop.

With Mario Party Superstars, Nintendo is taking another positive step forward by fully localising the game in Brazilian Portuguese, a language spoken by the vast majority of people living in the country.

Now, Brazilian fans have started a hashtag campaign to show their thanks and to ask Nintendo for further support in future titles. The image below can be found spreading around social media; alongside the #NintendoBrasil hashtag, the campaign reads, “We love being part of the party! Can we count on more?”


Positive vibes all around here, which is great to see. Here’s hoping Nintendo plans to continue this support for Brazilian fans more often going forward.

This post originally appeared on Nintendo Life | Latest News

WarioWare, Mario Party Superstars and Shin Megami Tensei V ALL coming to Switch in 2021

WarioWare, Mario Party Superstars and Shin Megami Tensei V ALL coming to Switch in 2021

Today Nintendo hosted their big E3 2021 Direct, and while the reveal of the latest Zelda Breath of the Wild 2 trailer was the big announcement there were plenty of other reveals to get excited about. The House of Mario showcased a tonne of games heading to the Switch in 2021, including Shin Megami Tensei V (which was first unveiled in 2017) as well as previously unannounced games like WarioWare: Get It Together and Mario Party Superstars.

Here’s a round-up of all the big announcements from today’s Nintendo Direct…


Life is Strange True Colors and the Life is Strange Remastered Collection (which includes the beloved original and the brilliant prequel Before the Storm) is heading to the Switch.

Life is Strange True Colors launches on the Switch on September 10, while the Remastered Collection is arriving later this year.


The recently revealed Guardians of the Galaxy game from Square Enix will be heading to the Switch.

The Eidos Montreal developed title will launch on the Switch on October 26, the same day Star Lord, Groot and co hit other platforms.

However, the Switch version will be a cloud-only title. So you’ll need to be connected to the internet to play it.


Metroid Dread, the first new 2D Metroid game in 19 years, is launching on October 8.

The official blurb for the game says: “Samus’ story continues after the events of the Metroid Fusion game when she descends upon planet ZDR to investigate a mysterious transmission sent to the Galactic Federation. The remote planet has become overrun by vicious alien lifeforms and chilling mechanical menaces. Samus is more agile and capable than ever, but can she overcome the inhuman threat stalking the depths of ZDR?”


Action RPG Dragon Ball Z: Kakarot + A New Power Awakens Set is heading to the Switch on September 24.

The title first launched for the PS4, Xbox One and PCs in January 2020.


The Cruis’n series is making a return, with arcade racer Cruis’n Blast launching this autumn.

If you’ve been a Nintendo gamer for some time then this release could give you plenty of nostalgia, with the first game in the series – Cruis’n USA – an N64 hit in the 90s.


Woohoo, a new WarioWare game is coming to the Switch! The anti-Mario will be starring in another bumper selection of off-the-wall mini games in WarioWare: Get It Together!

The new WarioWare game is out on September 10.


The latest Nintendo Direct also gave us our best look yet of Shin Megami Tensei V.

Gameplay footage of the highly anticipated Atlus RPG was showcased in the Direct while a SMT V release date was also announced.

Shin Megami Tensei V has a worldwide release date of November 12.


Finally, the Danganronpa series is heading to the Switch.

The dark visual novel series – which became a cult classic on the PS Vita – is getting a Switch collection.

Danganronpa Decadence includes the first three games as well as Danganronpa S: Ultimate Summer Camp. It’s out later this year.

All games in the collection will also be available as individual eShop purchases. 


Another great announcement for lovers of Japanese games, Project Zero is making a comeback on the Switch.

The Wii U game Maiden of Black Water is getting ported to the Switch in 2021.


In a surprise announcement, beloved Gameboy Advance series Advance Wars is coming out of the wilderness.

The first two Advance Wars games are getting remastered for Advance Wars 1+2 Re-Boot Camp.

It’s out on December 3 and marks the first Advance Wars games since 2008.


There was plenty of Zelda news announced at the Direct also, which we’ve covered in depth in other articles.

Hyrule Warriors DLC and a Zelda Game & Watch was announced, while fans also got another look at Skyward Sword HD ahead of its release next month.

But the biggest announcement was the reveal of a new Breath of the Wild 2 trailer – the first in two years.

If you love bullet hell games, then it’s also been revealed that Cave – one of the masters of the genre – are releasing Mushihimesama for the Switch.

It’s out today and was revealed in the Japanese edition of today’s Direct.

Cave also plan to release Espgaluda II and DoDonPachi Resurrection for the Switch in 2021.

This post originally appeared on Daily Express :: Gaming Feed