Wednesday, April 1, 2026

Review Round-Up - March 2026

Between tennis and golf, mascot-driven sports game fans were well served this month!
It's time for your monthly recap of reviews on SuperPhillip Central. For the site, March came in like a lion with some big reviews of some enjoyable games. It may be April 1st today, but we're not fooling around with that previous statement!

Things started on an indie note with the Zelda-inspired Under the Island, which proved to be a fun island excursion indeed, earning a B. 

Following up with adventuring on an island to adventuring in a world of tennis, we gave Mario Tennis Fever some coverage. Its Adventure Mode was rather anemic, but everything else about the game impressed me, so it scored a B with its serve.

Diving into another indie adventure, we set sail and entered the deep platforming waters and world of Demon Tides, and it managed a B as well for its excellent efforts. 

Things started to take a downward turn in review grades for March, but still saw some worthwhile titles get covered, such as Disney Golf and the clever Piece by Piece (not to be confused with the release of the same name released the same week). Both of these games got C+ grades.

Finally, things unfortunately went downhill from there with our lone subjective stinker of the month with Snowboard Kids 2. The CPU was too crafty/challenging/cheap/whichever adjective you'd like to put in there, it works! A white whale of a game I wanted to play, and the experience ended up to be disappointing at best. A D+ was the game's given grade.

All in all, a lovely month to ring in spring with! As always, check out the SPC Review Archive for every review ever posted on this site. Some of them are like my GameFAQs days more than a decade ago: volatile and cringe-inducing--for real! Ha-ha, but also oof!

Under the Island (Multi) - B

While its combat is a bit too loose, and its dialogue a bit too much in general, all in all, Under the Island won me over big time. I was able to tolerate those small-to-medium sized quibbles to fully enjoy and complete the game. There's such a wonderfully enjoyable world to explore with Under the Island's... well... island, that tracking down every last Heart Coin, every last item, and making Nia one lean, mean, baddie-defeating machine through upgrades discovered around said world was something I thoroughly loved doing. If you're yearning for a new, highly competent, top-down, traditional Zelda-like experience, Under the Island will fulfill that yearning indeed.

Mario Tennis Fever (NS2) - B

Camelot Software doesn't exactly serve an ace with its first Nintendo Switch 2 offering, but Mario Tennis Fever serves in general as an excellent starting point all the same. The tennis gameplay is great as ever, the amount of characters and rackets means that you'll have loads to experiment with to find the best character and racket that suits your play style, and the level of content is absolutely satisfying this time around. The Adventure Mode disappoints once again, but the rest of the package is more than worthwhile.

Demon Tides (PC) - B

Demon Tides is a superb and ambitious 3D indie platformer that casts a wide net of adventure. The ability to customize your playing experience through the helpful talisman system is a pleasure to have. It truly assists in making the game more enjoyable and less frustrating when control and camera quibbles try to ruin the fun. While these problems do rock the boat a little bit, making for a non-ideal experience, all in all, Demon Tides offers more of a smooth ride rather than one in abundantly choppy waters. There's more fun than frustration to be found in Demon Tides. And like many of the locales in the game, there are clever level and gameplay concepts and a robust repertoire of moves that are mostly well executed to discover throughout Demon Tides, making it one I recommend 3D platformer fans to play.

Disney Golf (PS2) - C+

With nine playable characters, six courses, standard modes, and basic gameplay that doesn't reinvent the wheel--or deviate from the norms of arcade-style golf for that matter--Disney Golf is a nice enough game that is accessible enough for casual players and veterans alike. The latter may find the game a bit too easy mechanically, but Challenge Mode's abundance of impairing power-ups used by the computer can frustrate even the most levelheaded player out there. ..I'm glad I spent time with Mickey and friends on the links, and if you're a fan of the genre like I am, you probably will be glad to spend some quality golfing time with the Mickey Mouse crew, too.

Piece by Piece (PC) - C+ 

Piece by Piece doesn't waste the player's time with filler or linger too long on a given gameplay idea. It's a clear, concise, and clever puzzle-platformer with a fabulous concept to it that is iterated on near-perfectly throughout its six hour length. Once you clear the game, you might not have too much of a reason to return to it, but what an experience it was during those six hours for me while the game lasted! 

Snowboard Kids 2 - D+

Snowboard Kids 2 is relentless in its cheapness masquerading as "challenge", and for a game I yearned to play for the longest time, I step away from the snowy slopes, as a player, left out in the cold. What started as a game that I was open to enjoying quickly turned into one that gave me quite the frosty reception.

Two indies, two gals with orange hair, and two satisfying adventures were found 
with Under the Island and Demon Tides this past month!

Tuesday, March 31, 2026

[VIDEO] Top Ten Nintendo 64 Racing Games

We're going retro to end the month of March on SuperPhillip Central with some rare video content. The Nintendo 64 through its life had less than 300 games total to its name, and a lot of those were in the racing genre. This video top ten list talks about my ten favorite N64 racers, what I consider to be the best of the best. I hope you enjoy this video, and I encourage you to like, subscribe, and provide any feedback you might have, as well! 

Tuesday, March 24, 2026

Snowboard Kids 2 (N64) Retro Review

Let's pause from modern releases for a brief moment and take some time to look back at a Nintendo 64 racing game that trades in your typical ride with wheels with one that is flat and stiff as a board. Because it literally is a board--a snowboard! Let's carve through the snow with this retro review of Snowboard Kids 2.

A Nintendo 64 racer that seamlessly shreds the slopes at first but ends up wiping out in the end.


Fresh off the release of Snowboard Kids the year prior, the sequel, Snowboard Kids 2, took to shred the slopes with the familiar cast of the previous game for more snowboarding in a variety of fantastical locations. Atlus certainly was chasing after that Mario Kart money with the Snowboard Kids series, and taking the character racing genre and putting it on snowboards was an incredibly creative concept. While the execution oftentimes stumbles, it's creative nevertheless. That said, I unfortunately found that my experience with the sequel mostly went all downhill from there, both figuratively and literally. 

Right away when sliding downhill for the first time on the first course of Snowboard Kids 2, I noticed how slow the gameplay felt. You definitely don't move with great speed, and it's absolutely agonizing when you get hit with an item or stumble into a fall, because getting up is even slower. Having to jump repeatedly to pick up any semblance of speed is also--you guessed it--slow, too. 

Snow time like the present to carve a path to the finish line.

Pulling off tricks off of jumps is a risk versus reward proposition in action, as it sees you holding a direction on the analog stick as you leap. This is simple enough to pull off--perhaps TOO simple, as I often found myself mistakenly flipping when trying to make small jumps. Of course, this resulted in my character crashing and burning, meaning yep, more slow jumping to gain what Snowboard Kids 2 calls "speed". 

Successful tricks earn you gold, which is used outside of races to purchase new boards, but also used in races to pick up items. There are two types of items in Snowboard Kids 2, red and blue items. Each uses a different button on the Nintendo 64 controller to use. Red items generally come in the form of projectiles, such as ice shards that freeze players in place, parachutes that send players flying into the air and slowly falling to the ground, and snowmen that when a player is hit by one, their turning ability is impaired considerably. Meanwhile, blue items are usually for support, whether summoning a jet for your board to speed past opponents more easily, a pan item that falls on top of all opponents to crush them--immediately stopping them in their place--and a small rock which can trip up an opponent that passes over it.

One lovely touch in Snowboard Kids 2 is depending on the course, characters will change their outfits appropriately.

I found the counter system in Snowboard Kids 2 to be less than ideal. To avoid or evade an item that is homing in on you, you have to jump at the right time. A trick will send it flying back at your opponent, but this is understandably much more difficult to do correctly. Most of the time, you'll have to just surrender and take a hit like a champ, resulting in the agonizing wait for your character to get up and build up speed once again.  

There are two primary modes within Snowboard Kids 2: Story and Battle, the latter of which allows up to four friends to play any race against one another whenever and however they choose. Meanwhile, Story takes your character of choice through a series of races, one after the other, with intermissions in between each race to explore the small arctic town hub to purchase new snowboards with money earned through races, as well as take on different challenges. Serving as basically bookends before and after races are short and cute vignette cutscenes that see a certain troublemaker causing problems for the Snowboard Kids crew. 

Jungle boogie your way into the lead, but good luck keeping it with this AI!

Story mode features nine race courses, and most of these aren't limited to snow-themed excursions. Instead, you also have a tropical beach that leads into an undersea voyage, a royal castle, a haunted house, and even a trek through outer space. Each race is three laps, and upon reaching the bottom of the course, you ride a ski lift that takes you back up to the top of the race for the next lap. With such a small gate to enter the ski lift, you can bet that there is a lot of jockeying for position and pushing other players out of the way. This can be a bit frustrating for the player pushed out of the way, but it adds to the chaos all the same.

The end of lap one is ahead, so a ride up the mountain on the ski lift awaits as well.

Speaking of frustrations, Story mode's CPU opponents start off innocently enough, but by the mode's latter half, they become utter bullies. It feels incredibly cheap, really, as the CPU will know just when to use an item to screw you over, thus making you have to play catch up for an entire lap. Of course, as soon as you do that catching up, something else happens to make for an overly aggravating time. 

Seriously, I didn't understand what the point of some of the races was when every time I'd make some headway, I'd get screwed over in the race somehow. With races that can take upwards of five minutes to complete, this can just frustrate further, as it's pretty much not only a crap shoot if you win later races, but it also feels like a total waste of 5+ minutes each time to lose in a cheap manner at the last lap. It would be fine if this happened occasionally like in Mario Kart, but no, it happens more often than not within Snowboard Kids 2. Some might just say to "get good", but unless the RNG gods are in your favor, giving you proper items to evade attacks and having the CPU not use items at the absolute wrong times, it's more luck than skill-based in Story mode.

Borrowing a page from Diddy Kong Racing in a sense, there are a handful of bosses interspersed within Story mode. These are less races, though, and more battles, requiring you to whittle away at a retreating boss's health to zero with offensive items before they can cross the finish line. These battles are more annoying than fun, though, as obviously bosses shoot myriad items back at your character as well. Factor in how slow it is to recover, and you have another needlessly irritating time.

A boss battle. Oh, joy.

Really, Snowboard Kids 2 is a deceptive game. It has such a cute and charming presentation with its colorful cast of big-nosed characters, crisp and vivid courses, and an especially admirable amount of draw distance as well to see all of the graphical goodness that the game has to offer. But peeling off this cozy and cute layer and going deeper into the game out from a superficial level, inside, Snowboard Kids 2 is just a dang bully of a game. When a lot of it is encountering pure, opportunistic jerks of CPU opponents, contend with the RNG of the game in general, and facing frustrating gameplay--especially recovering from falls and from getting hit by items--it's simply not the best time.

Someone must have known we were coming because they baked a cake!

That's why I'm so disappointed with the game, overall. Snowboard Kids 2 is relentless in its cheapness masquerading as "challenge", and for a game I yearned to play for the longest time, I step away from the snowy slopes, as a player, left out in the cold. What started as a game that I was open to enjoying quickly turned into one that gave me quite the frosty reception. Tracking down a copy for the price the used market asks for now is in no way worth it unless you have a side of masochism to you and your wallet. I'm more than happy to give the cold shoulder to Snowboard Kids 2, because while it was not a broken racing game gameplay-wise, it felt that way from an AI point of view, making it all in all quite a disappointment.

[SPC Says: D+] 

Monday, March 23, 2026

Piece by Piece (PC) Review

No, no, not THAT Piece by Piece. The OTHER Piece by Piece. Funnily enough, TWO games with the same title released about two weeks ago on Steam, and the developers of each took notice and opted to make a Steam bundle with both games on sale in said bundle. They couldn't be further apart in what they are, what they offer gameplay-wise, or what they set out to do, but the names are similar indeed in a fun way. I'm opting to currently cover the jigsaw puzzle-related Piece by Piece with this, the SuperPhillip Central review.

A puzzle-platformer concept you might just love to pieces.

Puzzle games run the gamut of means and methods to bust a given player's brain. Piece by Piece is one game that will do just that, getting some platforming into the mix, all the while offering routinely fresh ideas, levels that will possibly positively stump even the most spatially aware mind out there, and an overall gameplay mechanic that works remarkably well throughout.

Piece by Piece takes a relatively simple but conceptually clever idea and runs with it quite quickly through its relatively short runtime. The game tasks you, the player, with organizing levels in the shapes of jigsaw puzzle pieces on the fly as you maneuver a character from the start of the level to the goal. This is performed by picking up and connecting pieces that can be properly assembled to make a connected bridge for the character to move through, also manually done by the player. It's a puzzle-platformer at its most essential essence.

That's no Jiggy on the other side of that wall, so call off Banjo and Kazooie, all!

Along the way to the goal, each level houses a golden puzzle piece, and while some of these are optional to collect, you'll really want to go out of your way to aim for obtaining most of them. That's because these are gatekeepers for later collections of levels, and only upon having the required amount can you unlock and open the books containing these levels.

At the start of Piece by Piece, you're simply arranging puzzle pieces around, connecting, disconnecting, and shuffling the pieces around as needed, while moving your player character through the levels. Most early levels don't take but a handful, if that, of puzzle piece manipulation and movement to properly solve. 

However, Piece by Piece in its brisk runtime picks up the pace with relative speed. With 100 puzzles total, the game does a fantastic job of not lingering on one concept or mechanic too long, while also not overwhelming the player with too many new gameplay ideas in an overly fast fashion. You generally get a series of three books of levels per level selection page. The first two books each introduce a new gameplay mechanic, having you learn it, get accustomed to it enough through experimentation, and before you know it, that book is complete. The third book is where your mastery is pretty much required, as it combines both previous books' mechanics into each level. 

Get ready for a flippin' good time in these levels and Piece by Piece in general.

What mechanics and concepts does Piece by Piece introduce, you ask? Without spoiling too terribly much so prospective players can discover the majority for themselves, the game starts with simple puzzle piece shuffling and jostling around to connect, disconnect, and reconnect as required. Not before too long, you're able to rotate certain pieces, flip them over, and that's not even mentioning in-level mechanics, such as blocks your character can drill through, portals that teleport your character from one section of level to another, and gravity-based affairs as well. 

Each set of levels gives you a specific themed character to play as, too.

Each set of levels also features its own visual style alongside those previously mentioned mechanics. One of my favorites is set in the pages of a '90s era high school notebook, complete with sketches like those mysterious-in-origin "S' designs that my generation doodled in their books upon boredom. The art style in this particular book is so striking and appealing to me, and that's just the proverbial tip of the iceberg. Each book also houses its own music, but no matter which book you enter to solve its oftentimes complex and sometimes convoluted puzzles (said with the utmost of positivity there), you're going to hear some incredibly chill tunes that do little to annoy or distract the player.

No time for doodling, I'm afraid, as there are levels to solve!

I played Piece by Piece with my preferred controller of choice, but I overall found the controller experience a bit clunky and clumsy. Selecting puzzle pieces is done by holding a trigger on the controller and using the analog stick. It's unfortunately the same stick used for character movement, so I'd often be stumbling and fumbling with moving my character when I wanted to move a puzzle piece or conversely moving a puzzle piece when I wanted to move my character. Frustrating to say the least. So, while the controller setup isn't ideal, it works overall. Though, players may find the keyboard and mouse controls easier to work with in tandem than that of a standard controller. 

As stated, Piece by Piece isn't a long game. It took me just under six hours to complete all of its puzzles with all of its achievements knocked out. I appreciated the game for its cheeky approach to achievements. Sure, there are ones for fully completing a given book of levels--standard fare and expected for an achievement checklist--but you also get achievements of the cheekier variety. Being in the same level for ten minutes is less of an achievement (but still a literal achievement to complete) and more of an expectation for how complex and complicated later levels can get. In fact, the last set of levels took me basically a third of my total playtime of the game to beat! And good luck getting the no-death run achievement, even though--well, your character literally can't die in Piece by Piece whatsoever--but maybe YOU can be the player that fails doing it! Take THAT, ironic achievement!

Kidding aside, Piece by Piece doesn't waste the player's time with filler or linger too long on a given gameplay idea. It's a clear, concise, and clever puzzle-platformer with a fabulous concept to it that is iterated on near-perfectly throughout its six hour length. Once you clear the game, you might not have too much of a reason to return to it, but what an experience it was during those six hours for me while the game lasted! And sometimes you don't need a reason to return to a game, either. It can simply be one and done and be appreciated for that. I definitely do appreciate Piece by Piece for being mostly all-killer and no filler. Additionally, I recommend you don't just aim to take a piece (by piece) of the game, but just go ahead and enjoy the whole thing instead!

[SPC Says: B-] 

Friday, March 20, 2026

Disney Golf (PS2) Retro Review

No doubt if you're a regular of SPC, you know how much I enjoy my golf games, especially arcade, cartoon-y golf games. I recently (within the past year) stumbled upon this one: Disney Golf. After a brief history lesson to get myself accustomed to the game, I dove in, played through it obsessively, and have my verdict with this retro review.

Golf Disney-style may not be as magical as it could be, but it's still enjoyable all the same.


Before being fused into Spike Chunsoft, T&E Soft was a developer that crafted a fair amount of games of varying quality. Recently, Nintendo Switch Online subscribers with the required peripheral have been able to sample some of their previous works with the Virtual Boy's 3D Tetris, Red Alarm, and Golf. The latter of which is a sport and genre that pops up a good deal in T&E's software catalog. From the Nintendo DS's touch-only True Swing Golf to the PlayStation 2's launch title, Swing Away Golf, no shortage of tee-riffic to not as tee-erribly exciting golf games (excuse the shamelessly awful puns) came from the developer.

One that completely flew under the radar from me, as connoisseur of arcade and mascot-driven golf games came from T&E Soft itself as an early PlayStation 2 offering, launching two years after the dev's freshman golf outing. This one starred characters featured within the Happiest Place on Earth and saw them take to the tee with some of that Disney magic and charm. Appropriately enough, this PlayStation 2 golf game was named none other than simply Disney Golf. 

Disney Golf features a roster of nine of Mickey's friends and rivals, including Donald Duck, Daisy Duck, Goofy, Minnie Mouse, and even some rarer characters like Mortimer. Curiously enough, despite having a full roster of those aforementioned friends and rivals available to take the tee with, Mickey is totally absent from the playable golfing fun. Instead, he's relegated to a caddie role exclusively. Each character is grouped within a type. There's balanced types, power types, and even a duo of characters specifically meant for younger players--making it easier to hit the ball without worrying about setting the accuracy of their shot.

Pretty much a mainstay of the arcade golf genre is that of the three-click shot meter. It's been in many golf games prior to Disney Golf's release, it's been in many golf games after Disney Golf's release, and yes, it will be in many golf games after this review, as well. It's as simple as starting the gauge with one click or press of a button, setting the power as the gauge approaches the left-hand side with a second click, and then lastly, one final press to set the accuracy. With proper timing, you'll be driving, approaching, and putting like a pro. 

I don't know, Donald, that doesn't seem like proper posture and form.
But, what do I know--maybe you'll get results!

Taking to the tee and the links alike, you set up your shot like any other arcade golf game of Disney Golf's type. A rainbow, multicolored arc shows your current shot's trajectory and where your ball will go. That is, it shows you this information without factoring in key details like elevation, wind velocity, and where your ball currently sits, whether that be the tee, a fairway, rough, a bunker, etc. After all, if Disney Golf provided every bit of information to you to determine where your shot was going to end up, you might as well have shots automated, too, and have the game play itself. 

Chipping it from the dirt to hopefully hit pay-dirt and save par.

Putting is equally user-friendly and accessible, though it doesn't fully reveal everything to the player either. For instance, your initial view of your putt will have your character directly facing the hole. A tentative trajectory of the putt, showing what is essentially a putt preview, reveals itself. Seldom from a far enough distance away will the putt be completely straight, so you'll have to adjust based on the elevation and slope of the green. However, upon adjusting even a little bit, the putt preview will disappear, only reappearing when you face the hole again. Thus, you need to use the putt preview to course correct and best estimate the line of your putt. 

This isn't overly difficult--really, the only major issue is how finicky turning your character is. Just attempting to make minor corrections with your putt makes your line move considerably more than you'd expect. It's the same with taking shots from the tee or making approach shots. Trying to make small movements to factor in things like the wind and slope is next to impossible. The sensitivity of the stick and D-Pad are way too high with no options to lower them, making shots and calculations harder to accomplish than necessary. 

The longest type of golf hole of them all, the Par 5. Aim for an eagle, Goofy!

Disney Golf sports myriad modes, but the most interesting of which--the one that provides a little sampling of each general mode in the game in one overall enjoyable package--is that of the challenge mode. This mode takes your chosen character through two classes--beginner and expert--of golfing competitions, requiring you to win three of the four events in each class before moving on to the next series of challenges. These events are all competition-based against another CPU opponent or set of opponents, ranging from Match Play, Skins Play, Scramble events, and also long drive and approach events. 

Win three of the four events in Beginner Class to move on to the second class in Challenge Mode.

Match Play are you standard duels against another competitor, where the player with the fewest strokes on a given hole wins that hole. Skins Play is a variation of Match Play where competitors drawing on a hole by having the same amount of strokes means that the point or skin for that hole is carried over to the next. Therefore, if two players tie on the first hole, the second hole is worth two skins instead of just one.

Meanwhile, Scramble Play is insufferable in Challenge Mode, due to the fact that you have to rely on your dummy CPU teammate to win. This mode is 2v2 style play where you and your teammate alternate between shots. You can have as great an approach shot as possible, and usually your goofy (not to be confused with Mickey Mouse's tall pal) CPU teammate will foul up the putt, costing you a chance for an otherwise easy and quick victory.

Max is one of the "Kids"-type characters. Both literally a kid and "accessible for kids", as well.

Challenge Mode offers plenty of obstacles to get in your path to winning and moving on to the Mickey Invitational tournament, which caps off Challenge Mode. The main obstacle is that of power-ups and items. These can be utilized in matches to either help yourself or hinder your opponent, and let me tell you--the computer is not shy about using these on you to impair your playing and game of golf. These range from helpful assists like adding more power to your next shot, changing the weather to something more desirable, and granting the ability to hit your shot through trees and bushes without worrying about pesky things like solid matter, to name a few. 

Meanwhile--and you'll grow accustomed to these because your computer opponents will occasionally shower you with them like gifts--the less than helpful items can be used on a competitor. These can range from affecting the shot gauge to make it move more quickly or even more randomly, removing your view of how much distance you have between your ball and the hole, and even shuffling your clubs on you, forcing you to perhaps use a powerful driving 1-Wood when simply a Sand Wedge would suffice instead.

Five down with seven holes to go. Can Minnie overcome the deficit? (Spoiler: No, she could not.)

Of course, you and your opponents can't just use power-ups and items on yourselves and each other freely. The stronger the effect of a given power-up, the more energy it uses, and each character has a set amount of energy they are allowed. Through Challenge Mode, characters level up through standard play, earning more energy as well as greater driving and hitting capabilities to smash the ball harder, too. 

In total, there are over 50 unique power-ups and items available, most of which offered in the in-game shop using currency won through Challenge Mode victories, performing nice drive, great approaches, and long putts. Some of these, however, are hidden on specific courses in specific holes and specific locations, known as secret spots. Hitting the ball here will reveal the power-up and unlock it. With lots of secret spots potentially available to discover, you can have an impetus to play on and delve deeper into the world of Disney Golf.

Six courses are available within Disney Golf. This one I wouldn't recommend visiting IRL nowadays.

That said, the question is begged to be asked, then: Is this game of golf worthwhile enough to even bother? If you enjoy what's on offer, theoretically, you could play through and finish the Challenge Mode as all eight characters (Mortimer is not available in this mode for story reasons) and feverishly find all secret spots to earn every power-up in the game. The replay value is there, so longevity is not a problem. However, for me, there are far better golf games available than what Disney Golf offers. It's not a question of Disney Golf being a bad game--it's inoffensive and lacking innovation at worst. Unless you really, really have a hankering for golf with various friends of Mickey Mouse without, y'know, actually playing as Mickey, then there are good times to be found.

Meanwhile, when it comes to the graphics and animations of Disney Golf, there was room for improvement to be found. While the courses and characters are colorful, detailed for early PlayStation 2 era graphics, you'll get really tired of the repetitive nature of hole-out animations being the same. Yes, Mr. Goofy, examine that golf ball after holing out. It's the same exact golf ball you looked at the past 16 holes. Anyone want to make a wager if Goofy opts to examine it on the last? 

The European Course ends with a picturesque castle approach.

On the audio end, every then-official Disney-cast actor of the time was present to voice and reprise their respective character in this game, which is a really cool thing to see--or, rather hear. The little vignettes and scenes that play out prior to matches in Challenge Mode are cute, though the lip-syncing is mediocre at best. Musically, you'll find a lot of memorable tunes, and I don't just mean the renditions of the Mickey Mouse Club theme or Zippity-Doo-Dah, which are present as course themes. Though, these, of course, are catchy instrumental versions all the same.

With nine playable characters, six courses, standard modes, and basic gameplay that doesn't reinvent the wheel--or deviate from the norms of arcade-style golf for that matter--Disney Golf is a nice enough game that is accessible enough for casual players and veterans alike. The latter may find the game a bit too easy mechanically, but Challenge Mode's abundance of impairing power-ups used by the computer can frustrate even the most levelheaded player out there. ...Perhaps that's projection since I'm nowhere close to levelheaded as a player. Ahem. Anyway, tracking down this game physically nowadays isn't too arduous a task, and a complete PlayStation 2 copy isn't overly expensive, either. I'm glad I spent time with Mickey and friends on the links, and if you're a fan of the genre like I am, you probably will be glad to spend some quality golfing time with the Mickey Mouse crew, too.

[SPC Says: C+]