In the world of video game golf, the battle is between the three-click swing and the new analog styling of Tiger Woods. Here on the GBA, it's more natural for Mario Golf to champion the classic button-timing swing that developer Camelot has made popular through both this series and its original franchise, Hot Shots Golf. But that's not the only place where this game repeats itself. Eschewing an interface of boring menus, Camelot is also bringing back the RPG overworld structure that it included in Mario Golf back on the Game Boy Color – and we couldn't be happier because of it. Having said all that, Advance Tour isn't revolutionary in any sense of the word. What it does do, however, is give gamers something that even Mario Golf on the GameCube lacked – reasons to compel you forward in the title. As a newbie on the tour, you can walk around to the four courses and enter into tourneys and participate in other tasks. This doesn't sound like a lot to chew on, but along the way, you'll unlock new locations, including a duel at Princess Peach's castle and some multiplayer-only courses. Of course, the game's connectivity feature with the GameCube opens up its own exclusives as well. The coolness of walking around this RPG-overworld is greatly helped by the fact that there's always something to do in Advance Tour. Unlike its console brother, this title gives you rewards of experience points for the many challenges it puts in your way. You can walk around and pick up playing tips from other golfers, as well as engage the local pros in making seven out of 10 mid-range putts, for example. If you search diligently enough, you may even find magic tickets to upgrade your clubs. The experience you earn comes in real handy, letting you build up different attributes like your spin on shots. Since playing through the different courses in doubles golf play with a partner is key in unlocking everything, you're going to have to make sure that the character you pair up with is the same level – if not higher – than you are. It's aggravating to have to suffer the poor golf of your partner in doubles, but it's one of the many stick-and-carrot routines that this game goads you on with. If there's an understated beauty of Advance Tour, it is that despite being a GBA title, it has no limitations in delivering top-notch golf action (it even has a system for reading the putting green that is quite accurate). In fact, its RPG aspects exceed the GC Mario Golf entirely. My only regret is that Camelot didn't fix the mistake that the ‘Cube version committed and include more wacky courses, but at the same time, handheld golf has never been as much fun.
Concept: Give the system a near-definitive golf title that even surpasses Mario Golf on the GC
Graphics: Mario gets the 3D treatment, and the whole game shines
Sound: You wouldn't dare roll down the avenue with these Caribbean tunes pumping
Playability: Has all of the amenities you'd expect out of a big console counterpart
Entertainment: Its utilization of an RPG-style world is an instant hook, but the golf is solid throughout
Replay: Moderately High
Rated: 8 out of 10 Editor: Matthew Kato Issue: June 2004
2nd Opinion: I'm a geek for Hot Shots games. Which is good for Mario Golf Advance Tour, because it's basically the first Hot Shots title with some Mario franchise stuff thrown in. A perfect combination, in my opinion. I quibbled with the game about my putts now and again, but the courses and shots are generally easy to see. In addition, the overworld and extra challenges make this a golf game with legs far longer and better looking than Toadstool Tour, in my opinion. Some may think that that's an overstatement, but I'd be surprised if anyone was really disappointed with Advance Tour.
Rated: 8.25 out of 10 Editor: Lisa Mason
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