Camelot Software Planning has a very specific "thing." If you played Golden Sun or the original Mario Tennis on the N64, you know exactly what I’m talking about. They don't just make sports games; they make RPGs that happen to feature a ball and a stick. Mario Golf Advance Tour is the peak of this weird, wonderful crossover. Released in 2004, it wasn't just a sequel to the Game Boy Color classic. It was a massive, sprawling adventure that somehow made grinding for experience points in a golf game feel more rewarding than slaying dragons in a dungeon.
Most people see the Mario branding and expect a simple arcade experience. They're wrong. Honestly, the "Mario" part of the title is almost a bait-and-switch. You spend about 80% of your time playing as Neil or Ella, two aspiring pros living in a dorm, trying to climb the ranks of the Marion Club. It’s gritty—well, as gritty as a bright purple GBA cartridge can be. You’re dealing with rivalries, equipment upgrades, and the looming shadow of a legendary golfer who everyone whispers about. It feels human.
The RPG Meat on the Bones of Mario Golf Advance Tour
The core loop here is addictive. You walk around a world map, talk to NPCs who give you cryptic advice about wind speeds, and enter tournaments. But the genius lies in the stat distribution. Every time you level up, you get to choose where your points go. Do you pump everything into Drive to smash 300-yard shots? Sure. But now your Sweet Spot is the size of a pixel and your trajectory is so low you'll hit every single palm tree on the fairway.
It’s about trade-offs. If you’ve ever played a "pure" RPG, you know the feeling of a glass cannon build. In Mario Golf Advance Tour, a glass cannon is a guy who can drive the green on a Par 4 but can’t chip to save his life because his "Control" stat is literal garbage. You aren't just playing golf; you’re building an athlete.
The courses themselves are characters. You start at Marion, which is your standard grassy fare. Then you hit Dunes, where the sand isn't just a hazard—it’s a lifestyle. Links and Mushroom follow, each escalating the absurdity. By the time you reach the Mushroom Course, you're dealing with warp pipes and chain chomps. It’s a slow burn. The game respects your time by teaching you the fundamentals of "real" golf before it throws the Nintendo zaniness at you. That’s a design choice you don't see anymore. Modern games want to show you the shiny stuff in the first five minutes. Advance Tour makes you earn it.
📖 Related: Why Titanfall 2 Pilot Helmets Are Still the Gold Standard for Sci-Fi Design
Why the GBA Hardware Was the Secret Sauce
There is a tactile joy to the three-click swing system. Tap once to start, once for power, once for accuracy. It’s ancient. It’s simple. It’s also perfect. On the GBA’s small screen, the developers had to make every pixel count. The way the grass ripples or the subtle shadow of the ball as it lobs over a bunker—it’s masterclass sprite work.
I remember sitting in the back of a car, squinting at an unlit GBA screen, trying to nail a birdie on the 18th hole at Links. The tension was real. If you messed up the timing on that third click, you’d "duff" the shot, and your character would literally faceplant. It felt personal. The GameCube link cable functionality was another layer of cool, allowing you to transfer your leveled-up Neil or Ella into Mario Golf: Toadstool Tour. Suddenly, your custom-built pro was standing next to Bowser and Peach. It made your progress feel permanent.
Moving Beyond the "Kids' Game" Stigma
Let’s be real. Golf is often perceived as boring. Mario is often perceived as "for kids." Combine them, and a lot of "hardcore" gamers looked the other way in 2004. That was a mistake. Mario Golf Advance Tour is deceptively difficult. The wind physics are no joke. On the later courses, a 15 mph crosswind will ruin your entire week if you don't calculate the offset.
You also have "Custom Clubs." This wasn't just a cosmetic choice. You had to find the Club Maker, bring him specific tickets, and decide if you wanted clubs that favored "Side" (curve) or "Top" (roll). It added a layer of strategy that rivaled Pokémon team building. You had to prep your bag for the specific course you were playing. Going to the desert? You better have high-loft clubs to clear those massive dunes.
👉 See also: Sex Fallout New Vegas: Why Obsidian’s Writing Still Outshines Modern RPGs
- Stat Points: Impacting height, curve, impact, and power.
- The Overworld: Full of hidden items and "Star Chips" that unlock secrets.
- Mini-games: The practice range and the "Go-Go" gates are basically puzzles.
It’s a dense game. It’s the kind of game where you think you’ve seen everything, and then you find a hidden path behind a bush that leads to a pro who teaches you how to hit a "Super Backspin."
Why We Don't See Games Like This Anymore
The industry moved toward "live services" and "simulations." If you want golf now, you play PGA Tour for realism or Mario Golf: Super Rush for speed. But Super Rush lacked the soul of Advance Tour. It traded the deep, solo RPG progression for "Battle Golf" and "Speed Golf." It’s fine for a party, but it’s empty for the solo player.
Advance Tour was lonely in a good way. It captured the quiet, meditative nature of golf. You're alone on the fairway, looking at the distance, checking the wind, and deciding if you're brave enough to try a power shot. When you finally beat the "Champ" and get that trophy, it feels like an actual achievement because the game didn't hold your hand.
Camelot understood that the journey is better than the destination. The ending of Mario Golf Advance Tour isn't just winning a tournament. It's the realization that your character, who started as a nobody in a tiny dorm room, is now technically better than Mario. That’s a wild power fantasy for a handheld sports game.
✨ Don't miss: Why the Disney Infinity Star Wars Starter Pack Still Matters for Collectors in 2026
Mastering the Technicalities
If you’re picking this up today on a retro handheld or through the Nintendo Switch Online service, keep an eye on your "Impact" stat. It's the most overlooked attribute. Everyone wants "Power," but if your Impact is too low, your accuracy window becomes a sliver. It’s basically the "Accuracy" stat in an RPG. Missing a swing feels worse than missing a 95% hit chance in XCOM.
Also, talk to everyone. Seriously. The NPCs in the Marion Clubhouse change their dialogue after every major event. Some of them give you "Tips" that actually unlock new shot types. It’s old-school game design where exploration is rewarded with mechanics, not just lore.
Actionable Steps for New and Returning Players
If you want to experience Mario Golf Advance Tour properly, don't rush to the Mario characters. They are essentially the "Easy Mode" because their stats are pre-set and high. To get the real experience, play the story mode with the humans.
- Prioritize Control over Power for the first two tournaments. You can't use power if you're constantly in the rough.
- Hunt for the Star Chips. They are hidden in the overworld and are required to unlock the most challenging post-game content.
- Learn the "Spin" mechanic early. Holding A then B (or vice versa) during the accuracy click allows you to curve the ball or add backspin. You won't survive the Links course without mastering this.
- Check the terrain elevation. The GBA doesn't have a 3D flyover, so you have to rely on the grid and the "height" indicator. It’s a math game disguised as a sports game.
Whether you're a fan of the genre or just someone looking for a deep GBA title to sink 40 hours into, this game holds up. It's a reminder of a time when developers weren't afraid to mix genres until they created something entirely new. It’s not just a "Mario game." It’s a Camelot RPG disguised as a weekend at the country club. Go find a copy, level up your drive, and try not to tilt when the wind catches your ball.