Sometimes I get the urge to play a retro game. Sometimes it's one I've played countless times and never reviewed, but other times it's one that slipped through the cracks of my gaming knowledge and/or prowess.
Mario Golf: Advance Tour is somehow one of those, as it comes from my second-favorite Mario spin-off series: Mario Golf! How I never fully dove into this entry is anyone's guess, but now I remedy that with not just my completed playthrough, but a full SuperPhillip Central retro review!
As a supplement to this review, be sure to check out my review of Mario Golf: Toadstool Tour, which links up to this game.
Linking up on the links, with both positive and negative results.
Out of all of the Mario spin-offs that have come around the bend and released (Mario Kart notwithstanding), one of my absolute favorites HAS to be the Mario Golf series from Camelot. It's Mario, and it's golf--a sport that is otherwise boring in real life to me, but offers so much more as an interactive video game. You have colorful, fantastical courses, strategy in how to take on each hole of a given course, an assortment of larger-than-life characters to play as, and it all usually works out to be more engaging than the real sport could ever hope to be for me.
That said, it blows my mind that despite playing all of the console entries of Mario Golf, I've missed fully experiencing all there is of the handheld games. Now, I've played a hole or two here and there, and Mario Golf: World Tour on the Nintendo 3DS is my favorite of the franchise to this day. However, I've never seriously spent time with the Game Boy Advance entry--until now. Mario Golf: Advance Tour is the second entry in the series with a dedicated story mode, one that fans continue to miss from future installments. What makes it so irresistible to players? Allow me to take to the first tee, get out my driver, and experience this answer for myself.
Mario Golf: Advance Tour is neither a dumbed down nor a lesser experience than its big console brother: Mario Golf: Toadstool Tour. While the visuals, of course, are not lovely polygonal 3D models and environments, Camelot has done some technical wizardry with making a duo of different graphical modes that make for a magnificent experience, whether through viewing it or actually playing it.
![]() |
| Who left all of the palm trees? Are we sure these are regulation fairways?! |
You get an overhead look of the current hole you're playing on itself, complete with friendly fairways, the verdant putting green, as well as all the hazards that surround it: rough, bunkers, trees, out of bounds areas, and yes, water, too. What's amazing about this aforementioned technical wizardry is that no matter where your ball may lie, when you switch to setting up your shot through the traditional three-click accuracy meter (one the series has long used), the camera shows everything that is around your character to perfect quality. That is to mean that if you had a tree your ball narrowly dodged to the right, and your ball is currently sitting on a fast fairway with a bunker in front of it, the game will accurately show this in the behind-the-shoulder viewpoint. That tree will be sitting directly to your right, your character will be standing on a fast fairway, and wouldn't you know, that bunker would be dead ahead.
![]() |
| A second view shows off shots, as well as serves as a means to get an overhead view of the course. |
Mario Golf: Advance Tour is first and foremost a golf RPG. Immediately upon turning on the game you're greeted with a Toad who asks whether you want to play as a boy or a girl character. Whichever gender/character you choose, the other serves as your doubles partner through the game's story. Advance Tour sees your ragtag group of up-and-coming golfers entering the Marion Golf Club, much to their equal delight and anxiety. "Are they ready for the big leagues?" and "Can they compete against everyone?" These are some of the doubts and questions that linger in their minds.
What follows is a LOT of verbose talkative characters and scenes, which is pretty much a trademark of Camelot's RPGs, especially if you were just coming off Golden Sun on the same platform. Fortunately, like Golden Sun before it, if you can get through the "saying very little worthwhile despite talking a lot" dialogue that Golden Sun threw at players, then you can get through a lighter version of this with Mario Golf: Advance Tour.
![]() |
| And you can bet that our teacher isn't Kid-ding around. (His name is Kid. Get it?) |
Your room is your headquarters and place to save data, as well as switch between solo singles play and doubles play with your CPU partner. It's also the place where you'll store your multiple trophies that you and your doubles partner will hope to claim victor to.
Starting from the Marion Club, there are four other major courses to tackle on your quest to be the best golfer. As you complete either solo or doubles tournaments and match play battles, you'll unlock access to new courses, new characters, and more content within the story mode.
Of course, starting out immediately, you probably won't be out-driving or putting with the best of them. Thankfully, as you play and engage in every kind of golf activity there is to do in the story: whether that's competing in tournaments, facing characters in match play contests, and taking on various challenges like approach, driving, and putting challenges, you'll earn experience points--win or lose. Though, of course, you'll earn more EXP for winning. These points can be divided up between you and your doubles partner to level yourselves up. Each level nets you the ability to level up one stat: from your maximum driving distance, to your control, to your impact, and even the spin you can put on your shots.
![]() |
| Each time you level up, you earn a stat to upgrade! Choose wisely! |
Whether you're playing in Singles or Doubles play, where your CPU partner does their best to either sink hard putts or sink your chances of making it on the green in regulation due to poorly made shots, you're at the mercy of your stats. If you hog all the experience points for yourself, your CPU partner will play even more poorly than they otherwise would.
![]() |
| My doubles partner and I are out and about on the world map. |
There is a wide abundance of activities outside of tournaments and match play contests. While those are the star of the show and the main events to compete in and complete, there's a whole world map of activities to take on. You have a Ring Shot-style mini-game where you drive and hit the ball through colored gates and try to make par or better on a given hole while doing so. There is a long-distance expedition of a hole that is far beyond traditional golf regulations with regards to its par, offering a Par 9 hole. The requirement here is to reach or beat par. As you continue on to the normal and hard difficulties, the par requirement lowers.
![]() |
| Sink par or better while hitting your ball through all of these gates in this particular mini-game. |
Thus, not only do the activities reward you with experience in point and level form, but they also reward you with experience in actual golfing form. These activities are essentially tutorials in all but name, but given a fun gamified aim to them to keep them interesting and feeling fresh and original.
To make it feel even more like home to RPG fans--if the experience and leveling up didn't already do so-- there is plenty of discovery and exploration to be found in Mario Golf: Advance Tour. From little mini-games in each course, like one where you follow a Pokey around the Dunes Club, hitting it with a golf ball several times at different locations around the map to ward it off, to items found in cupboards and drawers, there's a lot to do and find.
These items come in the form of instant level ups, power increases, and custom tickets are able to be traded in to a world map location where custom clubs can be created. These custom clubs can bring your characters more power, better control, straighter shots, higher or lower shot trajectories, and much more in a pinch, depending on how you utilize your tickets.
Speaking of utilization, Mario Golf: Advance Tour utilizes connectivity with the GameCube's Mario Golf: Toadstool Tour. While this is nifty and pretty cool in theory, in practice it locks out a hefty amount of content from Advance Tour players if they don't link up with Toadstool Tour. The connectivity between the Game Boy Advance's Advance Tour and the GameCube's Toadstool Tour is available with the asterisk and expectation that you've playing through both games intently.
What I mean by this is that to unlock most of the Mushroom Kingdom cast within Mario Golf: Advance Tour, not only do you need to link up to Toadstool Tour, but you have to at least have earned a requisite amount of Birdie Badges through the latter's Tournament mode. Further, throughout the story mode of Advance Tour, you'll find yourself unlocking different Star versions of the base game's various holes. These add Mario-themed items, gimmicks, and hazards to the standard courses, but only for the holes that you unlock them in. Most of these, unfortunately, require completing certain tasks in Toadstool Tour and linking them to Advance Tour, as well.
![]() |
| Not "mushroom" for error on the course today, Mario! |
As a positive, you can transfer your custom golfers over to the Toadstool Tour game and vice versa and gain experience points through either game. Plus, you get a severe advantage of having a playable character in Toadstool Tour who can theoretically drive off the tee for more than 350 yards, making your power hitter and character all the more useful and worthwhile to link between the games for.
Now, to be fair, it's not as if you're missing content that is must-have or makes Mario Golf: Advance Tour an incomplete experience if you don't have access to a GameCube, a Game Boy Advance, and a copy of Mario Golf: Toadstool Tour. It's actually just gravy to the mound of mashed potatoes that Advance Tour already is, or maybe I can turn that into something golf-related. It's actually just using a 1-Wood when a 3-Wood would already suffice. Eh, I tried!
Mario Golf: Advance Tour is definitely not lacking in golf goodness to enjoy. I haven't even mentioned everything available outside of the story mode: Match Play, Stroke Play, Skins Play, Speed Golf, Club Shots, Near-Pin, and Tournaments are all featured outside of the story, accessed through the main menu. Plus, you can even check out and record your best shots. Sink an impossible putt or score a surprise chip-in eagle? You can easily look back on that in the Records menu. Amazing how a Game Boy Advance game installment can contain all of these modes and options, yet modern Mario Golf games have missed the mark content-wise by so much! Frustrating, but I digress.
It's amazing just how well Mario Golf's console level of gameplay has transitioned to the small screen of the Game Boy Advance with much less in the way of buttons and functions. You have your previously talked about traditional three-press system. One press of a button to start the gauge, one press to set the power, and one press to set the accuracy of your attempted shot. This is all the while factoring the lie of your ball, wind velocity, surrounding hazards, and other factors. Like Toadstool Tour, topspin, backspin, and special super topspin and super backspin effects, as well as being able to control where on the ball you wish to hit it in order to add spin (perfect for aiming around hazards like trees) are available in Advance Tour.
![]() |
| And a nice second shot from the fairway for Her Highness! |
And if the "ain't broke, then why fix it" gameplay transitioned well from console to handheld, then so did the presentation. Again, while no one should expect 3D models and the level of graphical fidelity that the much more powerful GameCube can present to players, what Mario Golf: Advance Tour on the Game Boy Advance does offer is working with the system's strengths to impressive degrees. I mentioned how the game shows two viewpoints, an overhead view for aiming your shots and seeing the lay of the land, and one for actually taking your shits, and how detailed each are. It's borderline mind-blowing just how readable these environments, holes, and courses truly present themselves.
On the sound side, Nintendo continues its penchant for incorporating voice clips to show off the sound potential of the Game Boy Advance. This is something the company did ever since one of its launch titles, Super Mario Advance. Either way, it's cute and charming here with both the Super Mario characters featured in the game and the original cast of human characters introduced within the story mode. Meanwhile, Motoi Sakuraba knocks it out of the park--uh, better use another golf-ism here--rather, he sinks a clean chip-in for eagle with his soundtrack. Yes, a fair amount of it is recycled from Toadstool Tour with lesser sound quality, but it all sounds chipper, catchy, and delightful with its infectious melodies and strong synth brass and pan flute incorporated throughout.
As stated, Mario Golf: Advance Tour isn't a downgraded version or lesser experience than Mario Golf: Toadstool Tour. It's just different, and in a lot of ways it's a superior game. In other ways, it's less so. In fact, it wouldn't be a mistake to say that both games are best as supplementary experiences to one another. Both supply excellent golfing gameplay in a highly accessible form while offering a level of challenge that starts small and grows as you progress through their respective games. Mario Golf: Advance Tour is a remarkable adaptation of the franchise in portable, pixelated form. It makes me a bit sad that we haven't seen an RPG mode with this much depth from the series since this installment. At least whenever a more in-depth RPG scenario hits a future Mario Golf entry, we won't have to deal with a link cable...
[SPC Says: A-]























