If Bowser's Fury was the initial hint that Nintendo have struggled to keep their production line on-track during the panny d, Super Rush is the outright confirmation. Uniquely fascinating in the sense that it's probably the most unpolished, uncharming and unfinished game Nintendo have ever put their seal of approval on; the UI would looks like it came from a McDonalds self-service kiosk and the characters in the story mode keep referring to game mechanics that don't exist, like sleeping to restore stamina and eating to get buffs. With Birdo repeatedly forcing you to go to bed in the middle of the day for no apparent reason, the Golf Adventure mode makes for a surreal experience - it's almost as if one of those dodgy mobile game developers who make Pokemon knockoffs somehow managed to get their hands on the real Super Mario IP and are now sharing their Early Access build with Kickstarters.

So how in the heck is this a 3-star game, I hear you ask?? Well, the golfing is still absolutely rock solid. Aside from committing the cardinal sin of removing the third tap from the holy three-tap trinity, there's nothing here I'd really change when it comes to good old-fashioned arcade golfing gameplay - it's all mechanically on par with Everybody's Golf at this point, if not better in some cases. The addition of the range/elevation finder is a neat little feature for golf math nerds, and ironically it feels a whole lot more important and worthwhile to the experience than the Super Rush gameplay gimmick they chose to slap on the game's title.

Super Rushing isn't outright terrible (Yoshi turns into an egg! Toad bounces on his head!!), but it does often feel like you're punctuating your shots with those moments from Breath of the Wild where you had to make Link jog-sprint-jog across an open field for 10 minutes while mindlessly balancing a stamina wheel. That you can't combine rushing and jumping feels like a ridiculously constrictive oversight, and I'm surprised that a free-roaming golf game with Super Mario in the title doesn't encourage players to do some fun platforming. Being able to track, analyse and anticipate your shot in-flight is pretty fundamental to a golf game, too - so it's a little disappointing that the main mode pushes you to just forget about all that and book it to the fairway instead.

On the whole, this isn't really worth the ridiculous £50 price tag that's been slapped on it - Everybody's Golf was a budget title for the PS4, and I feel like it had a ton more content, polish and character. That Nintendo feel comfortable putting out a kneecapped title like this at full price just goes to show how hard they're now dominating the marketplace, perhaps even at the expense at their own reputation for quality. Like with Monster Hunter Rise, I'm keeping my fingers crossed that the development team are going to use DLC to bring the game up to version 1.0. A real sad thing to have to type.

Reviewed on Jun 29, 2021


1 Comment


2 years ago

Yeah this is pretty much it right here. I think Camelot might need to staff up a bit too, regardless of the pandemic their games feel content light. They basically had to rush out Tennis Ultra Smash with 0 content just to create a base to work off of and even then it took an extra 3 years to turn that base into a good game which still could use an extra couple of courts and a mission mode or something. Also the UI is a great point. Nintendo of late have had very clean/functional UI which is probably great for accessibility's sake but it's also been very charmless. They best not be fucking up Metroid Dread by forcing it to meet a deadline if it isn't actually ready. Mario Golf is a sacrifice I'm willing to make if they're letting that cook lol.