True Golf Classics: Wicked 18

True Golf Classics: Wicked 18

released on Feb 01, 1993

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True Golf Classics: Wicked 18

released on Feb 01, 1993

Wicked 18 is a golf game with a twist. The player takes control of a golfer on the most extreme 18 holes of golf with tall mountains, canyons and various objects and obstacles ready to stop the player at any time. There are four different game modes to choose from: Stroke, Match, Skin and Tournament with the ability to play against three other friends in a heated match. There is also a battery back-up that saves the players progress after each hole is completed.


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Wicked 18 é um jogo de golf para o Super Nintendo que me surpreendeu devido a todo o cenário ser em 3d e por todos os campos serem algo mais abstrato em vez de realista, tendo cenários com ilhas flutuantes, lava e vários monumentos dando uma sensação de espaço liminar digital dos anos 90 e inicio dos anos 2000.

A gameplay do jogo é boa e bem complexa, tendo varias coisas que podem influenciar em cada tacada como o taco que você usa, vento, posição dos pés, força e onde você acerta na bolinha, porém o maior defeito desse jogo é o quão lento ele é, devido ao jogo ser 3d, sempre que você move seu personagem para mirar, o jogo dá uma enorme pausa para renderizar todo o cenário e isso acaba afetando muito na precisão do jogo, demorando muito pra mirar exatamente onde você quer, tornando o jogo muito impreciso.

A trilha sonora é maravilhosa e super relaxante, ouvir ela junto aos cenários do jogo me deu uma sensação muito boa.

Esse jogo por mais que seja muito lento e um tanto frustrante, eu consegui me divertir com ele, não recomendaria ser jogado a serio porém pra conhecer é uma boa escolha.

CRAZY GOLF. Everyone looooooooooves a round of crazy golf!

Just kidding. Nobody likes crazy golf.

If sunday afternoon Putt Party sessions with maradona and beach trolling everyone while jenny screams in a corner has taught me anything, mini golf is an inherently malicious and miserable experience. How do you make a game as calculation-centric as golf and fuck it over? Remove z-axis manipulation and yank the physics out of the player's control through environmental hazards. This is the "push and pull"; you tread forward, and the scorched earth yanks your leash. Absolutely vile. Infuriating. Devilishly brilliant, yet undeniably abominable.

Thank God nobody's tried to bring that chaos to real-ass, boomer-core, 3-axes, country-club-embezzling golf, right?

riiiiiight????????

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T&E Soft's 3D Golf series brings abstract, 3D-vectorized versions of real-life courses into a comfortable, tech-loaded package. These games are individually-light on content because each is a single 18-hole course, but they make up for it by going above and beyond on all other factors for their time: Extensive control options that predate innovations later popularized by games like PGA and Hot Shots, swing meters that treat each factor of measurement as a opportunity for strategy rather than net negative, and a warm bossa-nova & lounge soundtrack. They're some of my favorite golf games even today. Though they lack the same tools, polish and content you can find in newer golf experiences, they have a beautiful sense of abstract scope that makes them so mesmerizing. Something about the rough, 3D-dithered world creates a gravity that hooks you in. Every swing is a leap of faith, but every possible increment is calculable and repeatable: It demands practice and rewards those who strive for it, becoming an almost spiritual exchange between player and computer.

Devil's Course - also retitled as Wicked 18 elsewhere, - is T&E's big 'romhack' game. Rather than an on-location course, T&E opts for original holes, using fantastical terrain layouts and obstacles in a sort of 'laputa floating island' conceit. But oddly, none of the holes have '''gimmicks'''; if you expected giant fans, teleporters or springboards, you'd be dead wrong. Every course is something that could feasibly be recreated in real-life (with enough construction and disneyland-esque imagineering).

The catch is that Devil's Course uses this setup as a gateway for some totally psychotic course design. Expect rocky canyons that impede your flight, greens littered with blunt hills and barricades, fairways replaced with oceans of sand, and blisteringly-tall mountains bearing sheer cliffs and unforgiving bedding. But nothing else about Devil's Course's structure has veered away from the typical tropes of T&E Soft's other outings: You still have a tournament mode, classy jazz, somber menu graphics, and all the like. It's a weird juxtaposition, where you're golfing through all of these hellish tracts, while the announcers chat about and the opponents climb the scoreboard like it's any other day.

Playing Devil's Course is an unpleasant experience, but purposefully so. Don't kid yourself if you think you're gonna score well: Anything at or below par is a nigh-miracle. It's not uncommon to go O.B. twice or thrice in a single hole and barely make it out with a +5 or worse. Simply put, it's joyless. What keeps the game rolling along is the thrill of each new hole: Every design finds ways to be psychotic in its own way, and half the fun is just trying to figure out how to get from point A to point B. It's a demeaning, masochistic pleasure.

I like Devil's Course the least out of T&E Soft's classic titles, but it's so charming and unique, that I don't think I could score it anything but the same i've extended to the others. It's one of those fucked up, totally-played-straight inversions of a genre that you just so see anymore.