Software:Mario Golf: Toadstool Tour

From HandWiki
Short description: 2003 video game

Mario Golf: Toadstool Tour
North American box art
Developer(s)Camelot Software Planning
Publisher(s)Nintendo
Director(s)Haruki Kodera
Producer(s)Shinji Hatano
Hiroyuki Takahashi
Shugo Takahashi
Designer(s)Hiroyuki Takahashi
Shugo Takahashi
Programmer(s)Haruki Kodera
Toru Takamatsu
Kazunori Mimori
Composer(s)Motoi Sakuraba
SeriesMario Golf
Platform(s)GameCube
Release
  • NA: July 28, 2003
  • JP: September 5, 2003
  • AU: February 11, 2004
  • EU: June 18, 2004
Genre(s)Sports
Mode(s)Single-player, multiplayer

Mario Golf: Toadstool Tour[lower-alpha 1], is a 2003 sports video game developed by Camelot Software Planning and published by Nintendo for the GameCube. It is the sequel to the 1999 Nintendo 64 title Mario Golf, and is the third game in the Mario Golf series. It was released in North America on July 28, 2003, in Japan on September 5, 2003, and in PAL regions in 2004.

Toadstool Tour is a golf game featuring characters and elements from the Mario series. There are 16 playable characters in total, each with a set of golfing statistics defining their style of play. The game's main mode involves the player competing in tournaments to obtain new features, although there are alternative modes consisting of a training session and variations to the golf format. This includes "Ring Attack", requiring the player to hit the ball through rings of varying sizes while remaining on or under par.[1] The game also features connectivity with Software:Mario Golf: Advance Tour using the Nintendo GameCube Game Boy Advance cable.[2]

Toadstool Tour was met with positive reception. In general, reviewers praised the game's visuals, sound, and variety of courses, although a perceived lack of advancement from its predecessor was criticised. The game became part of the Player's Choice label in 2004.[3]

Gameplay

Mario about to hit the golf ball

Toadstool Tour is a golf game incorporating characters, enemies and themes from the Mario series. As a typical golf game, the player's objective is to hit the ball into the hole using as few strokes as possible. Prior to the swing, the player chooses a club, a general direction and range for the ball to travel. During the swing, the player determines power by timing a button press for a marker to stop at the desired point on a power meter.[4] At this point, the player can choose to influence the direction of the ball by applying spin.[5] Players can alternate between auto and manual shots, with the latter providing the player with more control, albeit at a higher risk of a poor shot. Many of these gameplay aspects, such as spin, are affected by the individual statistics of each character. These relate to features such as control of the ball and the general height of the character's shot, which determines how much the character's play is affected by the wind. At varying stages in the "Character match" mode, characters have a chance to be upgraded into "Star characters", which grants statistical enhancements. To achieve this, the player must defeat a computer-designated artificial intelligence (AI) opponent with a character of their choice, awarding the AI character with the upgrade for use later by the player.[1] The opportunities are only available once an envelope appears beside a character portrait in the selection screen.[6]

There are seven courses in the game, with the later versions featuring more complex terrain and exotic features. The more advanced courses offer a higher frequency of difficult terrain and elevation,[4] as in bunkers, which limit the accuracy and range of shots. There are also hazards such as lava pits and thwomps, which will incur a one-shot penalty if landed on. Each course takes its name from a particular Mario feature, such as "Peach's Castle Grounds", which is themed in particular on the Mushroom Kingdom. This course includes themed hazards such as chain chomps in bunkers, as well as warp pipes to change the location of the ball.[1]

Toadstool Tour contains several gameplay modes and variants of golf, as well as the traditional stroke and match play. The player can choose to play the "Doubles" option in several modes, which allows two players to play alternate strokes as a team. "Coin attack" entails collecting several coins scattered on the course, while "Ring attack" requires the player to direct the ball through rings of varying locations, angles, and diameter while keeping on or under par.[1] Some side games incorporate personal training for the player, such as the side games, which develop approaching, putting, shots, and birdie skills (see types of shots). The main mode is "Tournament mode", which involves the player competing against artificial intelligence opponents on each course to win trophies. The game features interactivity with the Game Boy Advance via the GameCube – Game Boy Advance link cable. Players can transfer their player characters from Software:Mario Golf: Advance Tour to Toadstool Tour and gain experience points through gameplay, which can then be transferred back to Advance Tour; players can also unlock bonus characters in Advance Tour based on their progress in Toadstool Tour.[2]

Development and release

Toadstool Tour was developed by Camelot Software Planning, the same team responsible for the game's predecessor, Mario Golf. During an interview with two Camelot developers, Hiroyuki and Shugo Takahashi, it was revealed that the game was developed simultaneously with the GameCube Mario Tennis title, Mario Power Tennis. According to the brothers, ideas and technology used for the development of Toadstool Tour were also used for Power Tennis.[7] The music was composed by Motoi Sakuraba, who previously scored Mario Golf.[8] The game was displayed as a playable demonstration in the E3 convention of 2003.[9] Toadstool Tour became part of the Player's Choice label in 2004, which offers a reduced price to games that have sold more than one million copies.[3]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic81/100[10]
Review scores
PublicationScore
Edge6/10[11]
EGM7.83/10[12]
Eurogamer7/10[1]
Game Informer8/10[13]
GameProStarStarStarStarHalf star[14]
GameRevolutionB[15]
GameSpot8.3/10[5]
GameSpyStarStarStar[2]
GameZone9/10[16]
IGN8/10[4]
Nintendo LifeStarStarStarStarStarStarStarStar[17]
Nintendo Power4.2/5[18]
BBC Sport85%[19]
The Cincinnati EnquirerStarStarStarStar[20]

Toadstool Tour received a positive reaction from critics, although it was criticised for being too similar to its predecessor.[1][5] Eurogamer's Tom Bramwell commented that "Mario Golf hasn't really grown much since its time on the N64", despite enjoying the game's course design and "sense of fun".[1] Both GameSpot and IGN praised the game's courses, although the later stages were preferred to the more basic initial courses.[4][5] Electronic Gaming Monthly lauded the game's physics evidenced by the use of wind, weather, and surface conditions.[12] The game was often likened to the Tiger Woods PGA Tour games, which served as a criticism when Eurogamer noted the absence of events and player progression in the game's single-player mode.[1] This point was shared by Jennifer Tsao of EGM, who wanted "a more compelling single-player mode" that would offer a "golf pro who coaches me based on my swings".[12]

The game's controls were generally well received, despite specific issues such as difficulties executing very short putts due to the game's power meter.[2] The accessibility of the controls in particular were lauded, although Camelot's choice not to use the analogue swing present in many golf games was a common complaint.[1][4] This specifically was compared to the analogue system present in Tiger Woods games, prompting Matt Casamassina to comment "going from Tiger Woods back to the mechanics of Mario Golf feels like going from car to horse".[4] The variety of modes available in Toadstool Tour was rated as "amazing" by GameSpot, who proceeded to commend the clarification provided by the game's manual booklet and in-game tutorial.[5] Eurogamer also noted this by offering praise to "Ring attack", but conversely rated "Coin attack" as "a bit shallow".[1] The game's multiplayer offerings were highly regarded by most reviewers.[2][21]

Many reviewers criticised Toadstool Tour's use of camera, especially when the ball's presented route would ignore obstacles.[2][4] GameSpot otherwise welcomed the game's visuals, however, arguing that the recurring Mario characters "never looked better".[5] IGN also lauded the graphics present in the full motion video and the rest of the game, as well as Toadstool Tour's audio. Matt Casamassina acknowledged the characters' voiced taunts, saying "the muttering, complaining Waluigi, never fails to bring a smile to our faces".[4]

Alex Trickett of BBC Sport gave it 85% and stated, "If you like pure simulation stick with world number one Tiger Woods, but if you are ready for a wackier round of golf, let your favourite Italian plumber come to the fore."[19] Likewise, Marc Saltzman of The Cincinnati Enquirer gave it four stars out of five and stated that, "One of the game's greatest assets is its intuitive control scheme. Novice and seasoned players will be able to pick up and play with little trouble. There are customizable options for manual or automatic swing modes."[20] However, the only negative review came from Alex Porter of Maxim, who gave it a score of four out of ten, saying, "Golfing game standards like club selection, power meter, and control of backspins and topspins satisfy, but the sometimes-clunky controls and confusing camera perspectives will leave you teed-off."[22] In 2009, Official Nintendo Magazine remarked "Perfect controls, lovely visuals, a classic character roster... what more could you want from a sports game?", placing the game 53rd on a list of greatest Nintendo games.[23]

Sales and awards

GameSpot named Toadstool Tour the best GameCube game of July 2003.[24]

By July 2006, Toadstool Tour had sold 830,000 copies and earned $26 million in the United States. Next Generation ranked it as the 72nd highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country. Combined sales of Mario sports games released in the 2000s reached 2.5 million units in the United States by July 2006.[25] Toadstool Tour sold 1.03 million units in North America as of December 27, 2007.[26]

Notes

  1. known in Japan as Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value).

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 Tom Bramwell (June 26, 2004). "Mario Golf: Toadstool Tour". http://www.eurogamer.net/articles/r_mariogolf_gc. 
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Raymond Padilla (August 6, 2003). "GameSpy: Mario Golf: Toadstool Tour". GameSpy. http://cube.gamespy.com/gamecube/mario-golf-toadstool-tour/6072p1.html. 
  3. 3.0 3.1 IGN staff (March 16, 2004). "Mario Golf, F-Zero Go Bargain-Priced". http://www.ign.com/articles/2004/03/16/mario-golf-f-zero-go-bargain-priced. 
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Matt Casamassina (July 29, 2003). "Mario Golf: Toadstool Tour". http://www.ign.com/articles/2003/07/30/mario-golf-toadstool-tour. 
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Ryan Davis (July 30, 2003). "Mario Golf: Toadstool Tour Review". http://www.gamespot.com/reviews/mario-golf-toadstool-tour-review/1900-6072783/. 
  6. Neil J. Sloan. "Mario Golf [Toadstool Tour Review"]. GamersHell. http://www.gamershell.com/gamecube/mario_golf/review.html. 
  7. IGN staff (December 2, 2004). "Camelot talks Mario Power Tennis". http://www.ign.com/articles/2004/12/03/camelot-talks-mario-power-tennis. 
  8. Mario Golf: Toadstool Tour (GameCube) end credits
  9. Cory D. Lewis (May 14, 2003). "E3 2003: Hands-on Mario Golf: Toadstool Tour". http://www.ign.com/articles/2003/05/14/e3-2003-hands-on-mario-golf-toadstool-tour. 
  10. "Mario Golf: Toadstool Tour for GameCube Reviews". https://www.metacritic.com/game/mario-golf-toadstool-tour/critic-reviews/?platform=gamecube. 
  11. Edge staff (October 2003). "Mario Golf: Toadstool Tour". Edge (128): 101. 
  12. 12.0 12.1 12.2 EGM staff (October 2003). "Mario Golf: Toadstool Tour". Electronic Gaming Monthly (171): 162. http://www.egmmag.com/article2/0,4364,1492046,00.asp. Retrieved April 14, 2010. 
  13. Justin Leeper (September 2003). "Mario Golf: Toadstool Tour". Game Informer (125): 110. http://www.gameinformer.com/Games/Review/200309/R03.0821.1023.11085.htm. Retrieved January 18, 2015. 
  14. Fennec Fox (July 28, 2003). "Mario Golf: Toadstool Tour Review for GameCube on GamePro.com". GamePro. http://www.gamepro.com/nintendo/gamecube/games/reviews/30466.shtml. Retrieved January 18, 2015. 
  15. Ben Silverman (August 2003). "Mario Golf: Toadstool Tour Review". GameRevolution. http://www.gamerevolution.com/review/mario-golf-tt. 
  16. Louis Bedigian (July 31, 2003). "Mario Golf: Toadstool Tour - GC - Review". GameZone. http://www.gamezone.com/reviews/mario_golf_toadstool_tour_gc_review. 
  17. Mark Reece (November 8, 2011). "Review: Mario Golf: Toadstool Tour (GameCube)". http://www.nintendolife.com/reviews/2011/11/mario_golf_toadstool_tour_retro. 
  18. "Mario Golf: Toadstool Tour". Nintendo Power 171: 134. September 2003. 
  19. 19.0 19.1 Alex Trickett (July 7, 2004). "Let's Play: Mario Golf [Toadstool Tour]". BBC Sport. https://news.bbc.co.uk/sport2/hi/funny_old_game/game_reviews/3863563.stm. 
  20. 20.0 20.1 Marc Saltzman (September 9, 2003). "Racing, golf games have sporty appeal". The Cincinnati Enquirer. http://www.cincinnati.com/freetime/games/reviews/090803_gamecube.html. 
  21. Rick Powers (July 28, 2003). "Mario Golf: Toadstool Tour Hands-on Preview". Nintendo World Report. http://www.nintendoworldreport.com/hands-on-preview/3111/mario-golf-toadstool-tour-gamecube. 
  22. Alex Porter (July 29, 2003). "Mario Golf: Toadstool Tour". Maxim. http://www.maximonline.com/entertainment/reviews/review_games_5843.html. Retrieved January 18, 2015. 
  23. East, Tom (February 23, 2009). "100 Best Nintendo Games: Part 3". Official Nintendo Magazine. Future plc. http://www.officialnintendomagazine.co.uk/article.php?id=7258. 
  24. ((The Editors of GameSpot)) (August 1, 2003). "GameSpot's Month in Review: July 2003". GameSpot. http://www.gamespot.com/gamespot/features/all/gotm/080103/index.html. 
  25. "The Top 100 Games of the 21st Century". Next Generation. July 29, 2006. http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1. 
  26. "US Platinum Videogame Chart". http://www.the-magicbox.com/Chart-USPlatinum.shtml. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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