• Mario Golf: World Tour

mario golf world tour 3ds dlc

Mario Golf: World Tour is a sport title for the Nintendo 3DS . It is the third handheld installment of the Mario Golf series , and the fifth installment in the series overall. The game features gyroscope support and Wi-Fi capabilities, allowing players to participate in online Tournaments against other players from around the world. The game made use of downloadable content, in which extra courses and characters could be bought with real money, prior to the 3DS Nintendo eShop service's discontinuation on March 27, 2023. The game also made use of Nintendo Network , but the service was terminated on April 8, 2024, making the game no longer playable online. [1] [2] It is the first Mario Golf game to have been released after its tennis counterpart .

  • 2.3 Castle Club
  • 3.1.1 Default
  • 3.1.2 Unlockable
  • 3.1.3 Downloadable
  • 3.1.4 Customizable
  • 3.2 Non-playable
  • 4 Customizable gear
  • 7.1.1.1 Stroke Play
  • 7.1.1.2 Match Play
  • 7.1.1.3 Speed Golf
  • 7.1.1.4 Point Tourney
  • 7.1.1.5 Challenges
  • 7.1.3 Skins Match
  • 7.2 Castle Club
  • 7.3 Toad's Booth
  • 8.1 Regional Tournaments
  • 8.2 World Tournaments
  • 8.3 Mario Open
  • 9 Downloadable content
  • 11 Nintendo 3DS eShop description
  • 12 Critical reception
  • 13 References to other games
  • 14 References in later games
  • 15 Trophy description from Super Smash Bros. for Nintendo 3DS
  • 16 Regional differences
  • 17 Pre-release and unused content
  • 21.1 Announcer
  • 22 Names in other languages
  • 24 References
  • 25 External links

Gameplay [ edit ]

MGWT screenshot.png

The gameplay is similar to past installments of the Mario Golf series. Players have to hit shots while taking into account character attributes, wind, weather, and course topography. The power, accuracy, and spin of shots are determined by the timing when the player taps buttons or the touch screen as a target line slides up and down the power meter. A simplified control system, like the Auto control system from Mario Golf: Toadstool Tour , returns where the player has to worry only about the power of the shot, at the expense of being unable to add topspin or backspin. The touch screen can now be used for selecting clubs, initiating shots, and adding spin. Plus, the trajectory of the shot can be altered by moving the circle pad or by using the touch screen as the shot meter is in motion; this is similar to the impact zone feature of past games. A new feature, known as Item Shots , allows players to hit shots with different effects via items. These include burning through trees with a Fire Flower , creating Note Blocks over water hazards, ignoring wind via Bullet Bill , increasing draw or fade by Boomerang , and freezing the terrain with an Ice Flower . These items can be collected by hitting ? Blocks on the course, although players sometimes start holes with items.

Controls [ edit ]

Menu [ edit ].

R Button

Golf [ edit ]

Start Button

Castle Club [ edit ]

Characters [ edit ], playable [ edit ].

The character select screen for Mario Golf: World Tour.

The game includes 13 default characters as well as four unlockable characters, with an additional four as downloadable content, making a total of 21 characters. When the bonus characters are unlocked or downloaded, they immediately get a star rank. Miis , Toad , Kamek , Paratroopa , Gold Mario , Toadette , Nabbit , and Rosalina are playable for the first time in the Mario Golf series, though Gold Mario cannot be used in 100 Coins challenges. In addition, Daisy , Boo , Bowser Jr. , Diddy Kong , and Birdo are playable in a handheld console Mario Golf installment for the first time, after previously being playable in Mario Golf: Toadstool Tour . With the discontinuation of digital purchases for Nintendo 3DS in March 2023, it is no longer possible to buy the downloadable characters, though they can still be downloaded by those who purchased them when they were available.

mario golf world tour 3ds dlc

Below is a table of the playable characters. Note that Height is on a scale of 0 to 10, with 0 being the lowest-flying shot and 10 being the highest. Sweet Spot and Control are out of 11. When a character curves the ball, it is either called a fade or draw. A fade is when the ball curves in the direction of the dominant hand and a draw is when the ball curves opposite the direction of the dominant hand. When a shot is used with a curve on a hole with a higher surface, the ball can either over-curve or under-curve, resulting in misplacing of the ball.

Default [ edit ]

Stronger Star versions of the default characters can be unlocked by beating them in their respective character match in Challenges mode.

Unlockable [ edit ]

These characters can be obtained by collecting a specific amount of Star Coins in Challenge Mode, after all Mario World courses are unlocked.

Downloadable [ edit ]

Customizable [ edit ], non-playable [ edit ].

These characters appear as either non-playable characters in Castle Club that players can interact with or as background elements in many of the various golf courses in the game.

Customizable gear [ edit ]

There is a variety of purchasable gear that can be used to customize the player's Mii that will affect their stats. The game will have 500 customizable gear items. If a player equips a Mii with a full character gear set the Mii will play similarly to that character. At first, participating in tournaments is the only way players can unlock gear that are not available in the store. But it will start selling them once a major tournament has ended. However, players have to enter major tournaments to earn clothing sets themed after these tournaments.

Items [ edit ]

Various items can be used during gameplay to affect the player's shots. At the start of the game, the player is given the number of items equivalent to the number of holes being played on divided by three. More can be received when the player hits the ball through ? Blocks , which give the player random items. If the ball goes through a box with a picture of an item on it, the player gets that item. In player-tournaments, a set amount of items can be chosen for the tournament players to receive before starting.

Courses [ edit ]

Mario Golf: World Tour has the most courses of all Mario Golf games, with 16, including the downloadable courses, making a total of 234 holes. The Castle Club courses have 18 holes and have championships that the Mii can compete in against other Super Mario characters. The Mario World Courses contain gimmicks based on different Super Mario games and have nine holes. All these courses can be accessed through both Mario Golf (quick round) and Castle Club. The six downloadable courses, which could be bought with real money, are taken from the Nintendo 64 game with updated music and graphics. Some of these courses have changed appearances to look like specific worlds from New Super Mario Bros. U .

With the discontinuation of digital purchases for Nintendo 3DS in March 2023, it is no longer possible to buy the downloadable courses, though they can still be downloaded by those who purchased them when they were available.

Game modes [ edit ]

There are two main modes of play: Mario Golf (Quick Round), and Castle Club.

Mario Golf [ edit ]

Mario Golf (Quick Round) is similar to past Mario Golf games, where the player can select a Mushroom Kingdom character or a customized Mii. It features a variety of modes such as Single Player (including Stroke Play, Match Play, Speed Golf, and Point Tourney, all of which provide coins for the player), Vs. (Local Play, Online Friends, and Community Match), and Tournaments (Mario Open and user-created Private Tournaments). Additional regional and worldwide online tournaments are available on the entry floor of the Castle Club.

Single Player [ edit ]

This mode allows players to take on a round by themselves, and against the clock or a computer opponent, as well as Challenges, where courses, Star characters, and Mii costumes can be unlocked. The first four modes allow the player to select any unlocked course. The following settings can be adjusted: number of holes (three, six, nine, or 18), order of holes (normal or mixed), wind strength, whether or not to use items or club slots or have coins on the course, whether to start from hole 1 or hole 10 (when playing the holes in normal order), what tees to start from (regular, back, or tournament), and whether or not to display the shot trajectory. Playing rounds may earn the player Best Badges and will randomly unlock Mii Gear for the player's Mii to use.

Stroke Play [ edit ]

A standard round of golf, where the player's score is compared to par.

Match Play [ edit ]

The player competes against a computer-controlled opponent. The winner of the round is whichever player wins more holes, although if the players are tied by the end of the game, it will proceed into Sudden Death and go through the selected course again until someone wins. The player may choose the opponents skill level, ranging in five different varieties, two of which need to be unlocked.

Speed Golf [ edit ]

Lakitu and a Mii in Speed Golf

Instead of counting strokes, the player's score is determined by how much time is taken to sink the ball.

Point Tourney [ edit ]

Scored via a modified version of the Stableford scoring system . The player is awarded eight points for an albatross or a hole in one, five for an eagle, three for a birdie, two for a par, and one for a bogey. A double bogey or worse scores zero.

Challenges [ edit ]

Each of the game's courses, including downloadable courses, have ten Star Coin challenges and ten Moon Coin challenges (the latter are more difficult, and unlocked by earning 90 Star Coins). They take the following forms:

Vs. [ edit ]

This is the game's multiplayer mode. Local play is available for up to four players, but it does not support download play. During multiplayer, all players play at the same time, which speeds up play significantly because players do not have to wait until it is their turn to play. However, all players must finish the hole before they are allowed to move on. Players can see the ghost shots of other players and on-screen icons also show how the player's shots measure with the other players' in terms of distance. Players can send taunts or cheers to each other by pressing icons, as well as emoticons. Matches with online friends and community matches can also be played from this menu.

Skins Match [ edit ]

In addition to Stroke Play, Match Play, Speed Golf, and Point Tourney from the single-player mode, Skins Matches are playable, though exclusive to multiplayer. They are very similar to Match Play in that the goal is to earn the most points. However, this mode can be played by 2-4 players, and rather than having a set point goal, the player with the most points after a set number of holes wins. This mode does not support simultaneous play.

The lobby of the Castle Club mode in Mario Golf: World Tour.

To the left of the Caddie Master's booth is the Royal Garden, which has pipes leading to the six Mario World courses, and a passageway to the Royal Room. Entering these pipes will put the player in a practice round on any of the courses, where the player uses the front tees, starts out with a few items and can grab more from Item Boxes around the course, and hits the ball through coins that appear as well. At the far left of this garden is an aura which will summon Kamek when the player approaches it. Kamek can exchange play coins for game coins, change his/her dominant hand, allow mulligans (the ability to redo strokes), or change the player's swing type, all at a cost of a huge amount of coins. After all three course championships are won, Costume Challenges will begin appearing in the Royal Garden, where players can unlock costumes by completing objectives such as collecting a certain amount of coins, finishing in a short period of time, and beating a target score using Club Slots, all on Mario World courses. Unlike in Quick Round, where the challenges only cover three specific holes and the front or back tees are used, Costume Challenges take place on all nine holes and tournament tees are used. To the right of the main course entrances is an area with entrances to training grounds where players can take a golf tutorial (no gate) and practice their drives (purple gate), approaches (blue gate), and putts (green gate). The practice sessions come in different levels, and the goal is get the ball as close to the pin as possible -- or even sink the ball -- to earn practice points. Succeeding 20 times in the training games each for drives, approaches, and putts will give the player costumes of Bee Mario , Cloud Mario , and Boomerang Mario respectively. Past the practice grounds is the entrance to Sky Island , where the player takes on the One-On, One-Putt challenge, which requires the player to get the ball onto the green in one shot, then putt that ball in the next for nine consecutive holes. If the ball misses the green or just lands on the fringe, or the putt is missed at any point, the challenge is failed. Upon completion, the course will be unlocked and a 18-hole version can be played in Castle Club in its stead. Taking the One-On, One-Putt challenge again and clearing all 18 holes will award the player with a Propeller Mario costume.

Toad's Booth [ edit ]

Hosted by a blue Toad, this is primarily where players can purchase downloadable content. Records for each game mode, including the number of eagles, albatrosses, and holes-in-one made, can also be viewed here. Players can also visit this booth to learn how to play the game, and see a glossary of golf terminology.

Online tournaments [ edit ]

The gold Castle Tournament trophy from Mario Golf: World Tour.

Mario Golf: World Tour features a variety of online tournaments for players to take part in. They can either be made by Nintendo with golf gear as participation prizes (barring DLC tournaments), by other players from across the world in the form of Private Tournaments, or made by Callaway Golf in partnership with Nintendo. SpotPass must be turned on for tournaments to be entered.

After playing through a tournament, the player must upload their score in order for it to be ranked (by score then order of submission) in the leaderboard which can be viewed at any time during the tournament period. Tournaments can be played an infinite amount of times until the deadline has been met, allowing for continuous improvement of a player's score. Most tournaments last for two weeks, those on downloadable courses are one week long, and major tournaments last for almost a month. After a deadline ends for a tournament, the final standings can be viewed in an award ceremony, and both a trophy (gold for the top 10%, silver for the top 20-30%, and bronze for the top 40-60%) and coins are received depending on how the player places. Gaining a trophy in certain regional or worldwide tournaments will allow the player to enter one of four yearly major worldwide tournaments (such as the Castle Tournament or Star Open) that reward the player with a more impressive trophy and a larger coin payout.

Trophies earned from Regional and World Tournaments in the Castle Club appear on the shelf at the back of the trophy hall (a maximum of ten normal trophies can be on display at any one time), and trophies from major tournaments appear in the glass display towards the center of the room. Gold trophies appear beside the screen in the middle, silver ones are seen farther from it, and bronze ones are placed at the far sides of the hall. World tournament trophies appear towards the middle and those for regional tournaments are placed at the sides. The higher the end ranking the player got in a tournament, the closer to the middle its trophy is placed.

Official online tournaments were concluded with World Tour Final, which started on December 20, 2018, and ended on January 10, 2019. Despite this, official online DLC tournaments remained available, with the final DLC Trial Tour 98 on Mario's Star having entries allowed until December 31, 2030, a placeholder date which stayed until the Nintendo Network service was shutdown on April 8, 2024.

The types of Official online tournaments that were created are listed below:

Regional Tournaments [ edit ]

In the Castle Club's basement, the player's Mii can go into a pipe on the red entry machine to join Regional Tournaments. These restrict participants to those in the chosen region(s). The clothing prizes for these tournaments are obtained individually, and are themed after the playable characters (not the downloadable ones), and some enemies and items. Additionally, Callaway Golf has teamed up with Nintendo to produce Callaway-based regional tournaments, which will give the players sponsored Callaway Gear for the Mii to equip during the tournaments and to keep afterwards.

World Tournaments [ edit ]

On the other side of the Castle Club's basement, the blue entry machine has a pipe leading to World Tournaments, which pit the player against the whole world. The clothing prizes for these tournaments are earned in complete sets and designed like Nintendo gaming devices and themed after the major tournaments.

Major tournaments are like the expert tournaments, only that the flight path is turned on. Four of these happen every year. The Castle Tournament is in the Forest Course, the Star Open is in the Seaside Course, and the Moon Open is in the Mountain Course. In these tournaments, the holes are played in the regular order. The World Championship takes place on all three courses at once, six holes being played on for each course, and the holes are done in a mixed order.

Mario Open [ edit ]

In addition to Castle Club Tournaments, Nintendo has also created Mario Open tournaments which allow the use of Super Mario characters, and are played on Mario World courses and downloadable courses. Tournaments in this category cover nine holes, so on the downloadable courses, either the front nine or back nine are played on. All of these tournaments are world tournaments, but they award pieces of clothing for the Mii in the same way as the regional tournaments. Mario Open tournaments are stroke-play or coin-collecting tournaments, and when there are no item restrictions, players start out with three different items. Fixed-character tournaments limit players to using a specific character, and that character is not allowed to have a star rank. In limited-item tournaments, players can only use a particular item, and they start out with five of it. Players can also make their own unofficial Mario Open tournaments under rules of their choice for other players to enjoy.

Downloadable content [ edit ]

Mario Golf: World Tour was one of two Mario games on the 3DS to provide paid DLC, the other being New Super Mario Bros 2 .

Demo [ edit ]

On April 17th, a demo of the game was released on the Nintendo eShop for Europe, making this strictly the second Super Mario game (preceded by Mario & Luigi: Dream Team ) to have a publicly released demo for download. The demo was later released in North America on April 24. It uses 873 blocks when downloaded and offers ten uses (fifteen for the North American demo).

The demo lets the player go through a tutorial covering camera and shot control or play through either holes 1, 2, and 3 of Seaside Course , holes 1, 2, and 6 of Wiggler Park , and holes 1, 5, and 6 of Yoshi Lake . The demo also allows the player to play the Star Coin Collector mode on hole 9 of Peach Gardens , and the Ring Master mode on hole 14 of Mountain Course . The only playable characters available are Mario , Peach , Yoshi , and Bowser .

Nintendo 3DS eShop description [ edit ]

Go clubbing around the world with Mario™! Tee off as your favorite Mario or Mii™ character while challenging players online. Shoot into warp pipes and dodge piranha plants in Mushroom Kingdom areas or take a shot at the nature-themed courses. Power-up your shots with special items to burn past pesky plants, blast over gaping chasms, or freeze water hazards. The new Castle Club has both naturalistic and Mario-themed courses, a training area to hone your skills, and a pro shop where you can get unlockable gear and outfits. Test your skills in a gauntlet of course challenges, play with friends locally (using emoticons to cheer them on), or take on players around the world in online real-time tournaments.
Grab your clubs and bring fun to the fore in Mario Golf: World Tour on Nintendo 3DS family systems! Join Mario and friends for engrossing golf action on your own, or tee off with players from all over the world in thrilling online multiplayer matches. The Mario Golf series is known for combining deceptively deep golf gameplay with ideas you could only find in a Mario game, and Mario Golf: World Tour is no exception! Master a range of courses sure to test even the most experienced player. It's not all lush greens and blue skies though - take to the fairway on sandy shores, or shoot for the pin on courses inspired by the world of Mario!

Critical reception [ edit ]

Mario Golf: World Tour has received generally positive reviews among critics. IGN gave the game a score of 8.6/10 (a "great" rating). They praised the game's learning curve, training options, quantity of unlockables, and multiplayer, but criticized the map in Castle Club, saying it was "confusing". [3] Joystiq gave 3 stars out of 5, being more critical, while praising the basic gameplay and online options, criticizing the Castle Club, opining it as sparse and dispensable, while also opining that the game as a whole was too safe in its approach. [4] Thomas Whitehead of Nintendo Life compared Mario Golf: Word Tour favorably to Mario Tennis Open . He praised the game for a perceived sense of attention to detail, as well as its skill curve. He gave the game a score of 9/10. [5] The game was scored 83% by Official Nintendo Magazine. [6] Mario Golf: World Tour currently averages a score of 78 out of a possible 100 on Metacritic. [7]

References to other games [ edit ]

  • Super Mario Bros. : The loading screens portray various golf scenes that use sprites from this game. The music used in Cheep Cheep Lagoon is a cover of the underwater theme. The music of Bowser's Castle has some parts of the castle theme in it. The overworld theme is heard in part of the music for the credits.
  • Super Mario Bros. 3 : The music used in Sky Island is a cover of this game's Athletic Theme. A Super Leaf clothing set and Tanooki Mario costume appear, with golf clubs and balls to go with them.
  • Super Mario World : Baby Yoshi and Reznor costumes appear, with golf clubs and balls to go with them.
  • NES Open Tournament Golf : A costume, golf clubs, and a golf ball appear based on Mario's attire in this game.
  • Super Mario 64 : The music of Bowser's Castle has parts of this game's Bowser level music. Additionally, the stained glass portrait of Peach appears on hole 16 of Mario's Star as terrain.
  • Mario Golf (Nintendo 64) : Toad Highlands and Koopa Park return with an updated appearance, while the other four main courses appear in a new iteration. In addition, Peach's Eagle and Birdie animations are similar to her hole-in-one animation from this game as, while she celebrates, her sports uniform turns into her trademark dress (although, in that case, it was deliberate instead of accidental).
  • Yoshi's Story : Yoshi Lake appears to be based on this game, even using a cover of the title screen as the music.
  • Donkey Kong 64 : Some of Diddy Kong 's voice clips are recycled from this game.
  • Mario Golf: Toadstool Tour : The major tournaments function much like the Star Tournaments in this game. The coin-collecting matches are similar to Quick Cash mode in this game. The availability of Petey Piranha and Koopa Troopa costumes, golf clubs, and balls recalls how they were playable characters in this game. Sky Island has a similar layout to Congo Canopy .
  • Mario Golf: Advance Tour : The Castle Club has a similar layout to the Marion Clubhouse from this game. Sky Island has a similar layout to Elf's Short Course .
  • Mario Power Tennis : Many voice clips are reused from this game.
  • Mario Kart DS : The music of Peach Gardens is a cover of the theme used in this game's Peach Gardens .
  • Super Mario Galaxy and Super Mario Galaxy 2 : Mario's Star has elements from these games, and various Luma characters appear in Rosalina's post-hole animations. The music used in Wiggler Park is a cover of the Honeyhive Galaxy music. Bee Mario , Cloud Mario , and Luma costumes appear, with golf clubs and balls to go with them.
  • Mario Kart Wii : Some voice clips are reused from this game.
  • New Super Mario Bros. Wii : A Propeller Mario costume appears, with golf clubs and a ball to go with it.
  • Donkey Kong Country Returns : The DK Jungle course is heavily based on this game. Donkey Kong's Eagle/Albatross/Hole-In-One animation features him in a silhouetted jungle setting referencing the silhouette levels that originated from this game.
  • Super Mario 3D Land : A Boomerang Flower clothing set and Boomerang Mario costume appear, with golf clubs and balls to go with them. A Tail Goomba appears along with regular Goombas on hole 13 of Mario's Star as terrain.
  • Mario Kart 7 : Rosalina 's voice clips are recycled from this game. Gold Mario's artwork is based off Metal Mario's artwork in this game, only with a golf club instead of a stack of tires.
  • Mario Tennis Open : Mii customization returns from this game. The overall structure of the game is like this one, with sound effects and icons borrowed from it.
  • New Super Mario Bros. 2 : Gold Mario appears as a playable character. Moon Coins reappear. A Fox Luigi costume appears, with golf clubs and a ball to go with it. The background of Mario's Eagle/Albatross/Hole-In-One animation is the same as that of World Star .
  • New Super Mario Bros. U : Layer-Cake Desert, Sparkling Waters, and Rock-Candy Mines are downloadable golf courses of places that originated in this game. A Boss Sumo Bro costume appears, with golf clubs and a ball to go with it. Nabbit appears as a playable character. His Eagle/Albatross/Hole-In-One animation features him running through a series of levels based on this game, complete with HUD.
  • Super Mario 3D World : Mario 's and Luigi 's character icons appear as terrain on hole 18 of Mario's Star, while Toad 's appears on hole 12.

References in later games [ edit ]

  • Super Smash Bros. for Nintendo 3DS : A trophy appears depicting Mario in his Mario Golf: World Tour appearance. The trophy itself is even titled "Mario Golf: World Tour."
  • Super Smash Bros. Ultimate : One of Peach's victory poses resembles her Hole-in-One/Eagle animation in World Tour , only without her parasol. Similarly, one of Daisy's victory poses resembles her Birdie animation. In addition, the music track "World Tour", which plays during national tournaments, appears as an unlockable music track on Super Mario -franchise stages except for Mario Kart -themed stages.

Trophy description from Super Smash Bros. for Nintendo 3DS [ edit ]

Regional differences [ edit ].

Diddy Kong gets an Albatross in Mario Golf: World Tour. Notice the missing "!!".

In the British English version of Mario Golf: World Tour , the exclamation marks are missing from the animation for Birdie , Eagle , and Albatross . One is present in the Hole-in-One animation, however. The Hole-in-One text that appears in both English versions are different, the British English version having "HOLE-IN-ONE!", whereas the American English version has "HOLE IN ONE!!", leaving out the dashes.

Bowser Jr. in Mario Golf: World Tour.

The character select screen also has multiple differences in the distance for each character, as the letters size vary for different versions, with the British English letters being bigger than the American English letters. The abbreviation for "Yards" is also different, with the American English version having "yd." and leaves a space between it and the number, whereas the British English region uses a "yd" abbreviation with no space between the numbers and letters.

Pre-release and unused content [ edit ]

A screenshot of Mario Golf: World Tour

In some pre-release screenshots, the animations for " Birdie " or " Bogey " had orange circles and letters, whereas in the final game, they're blue. The letters and wording was also different in the final version, with different colors, fonts and sizes. Many holes where different, either moved or changed completely. Dark transparent boxes were also added behind the wording of certain course information, and some things were moved to different parts of the screen.

Staff [ edit ]

Mario Golf: World Tour was created by staff at both Camelot and Nintendo, with localization teams from both Nintendo of America and Nintendo of Europe also involved, the latter organization involving sixteen translators to bring the game to a variety of languages. Both Shigeru Miyamoto and Koji Kondo were involved as supervisors. Finally, while she was not listed in the game's credits, Kerri Kane portrayed Rosalina via recycled and previously unused voice clips from her earlier work on Mario Kart 7 . [8]

Gallery [ edit ]

Mario, Luigi, Peach and Toad

Mario , Luigi , Peach and Toad

Seaside Course

Seaside Course

Mario's golf ball

Mario's golf ball

Mario's club

Mario's club

Media [ edit ]

Quotes [ edit ], announcer [ edit ].

  • " Nice on! "
  • " Wow! Nice Albatross ! "
  • " Congratulations! "

Names in other languages [ edit ]

Trivia [ edit ].

  • Cheep Cheep Lagoon and Koopa Park are the only courses whose greens do not have square designs; instead, they use a wavy design and a hexagonal design respectively.
  • The course (and mode) music for this game continues after shots on the green and post-hole animations, unlike in previous games, where the music restarts when entering a new hole (there even being a tune for hole overviews).

References [ edit ]

  • ^ @NintendoAmerica (October 4, 2023). As of early April 2024, online play and other functionality that uses online communication will end service for Nintendo 3DS and Wii U software. Thank you very much for your continued support of our products. . Twitter . Retrieved February 17, 2024.
  • ^ @NintendoAmerica (January 23, 2024). Update: as of 4/8, online play and other functionality that uses online communication will end service for Nintendo 3DS and Wii U software. Thank you very much for your continued support of our products. . Twitter . Retrieved February 17, 2024.
  • ^ IGN Review
  • ^ Joystiq Review
  • ^ Nintendo Life's Review
  • ^ ONM Review
  • ^ Metacritic Review
  • ^ From Kerri Kane's official site: " I’ve played the part of a fast kart-racing princess for Nintendo in Mario Kart 7 and Mario Kart Arcade GP DX and a pretty powerful golfer in Mario Golf: World Tour. " (Retrieved July 1, 2014)

External links [ edit ]

  • Premiere Trailer from Nintendo Direct .
  • Official North American website
  • Official European website
  • Official Japanese website
  • Nintendo 3DS games
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  • Role-playing games
  • Games with demos
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Mario Golf: World Tour DLC and Season Pass outlined

Mario Golf: World Tour comes with 10 courses and 126 holes and players will have the option to expand the game by purchasing up to 108 additional holes and additional Mushroom Kingdom golfers through DLC.

Mario-Gold-World-Tour

The DLC will be released in three separate packs: the Mushroom Pack launching on May 2 alongside the game; the Flower Pack launching later in May and the Star Pack launching in June.

Each pack includes two new 18-hole courses and a new playable character. Players will receive Toadette with the Mushroom Pack, Nabbit with the Flower Pack and Rosalina with the Star Pack.

“We’re letting fans expand their experience with Mario Golf: World Tour,” said Scott Moffitt, NoA’s executive VP of Sales & Marketing. “Some players might be content hitting the links on the numerous courses already included with the game, while others will appreciate the option of being able to add to their fairway fun with new courses and characters.”

Each pack will be available for $5.99 from Toad’s Booth, which can be found in the main menu of the game.

Mario Golf: World Tour owners can buy the Season Pass for $14.99 starting May 2. Season Pass holders will get access to each new pack as it becomes available, and will receive a special bonus of Gold Mario as a playable character at the time of purchase.

Gold Mario has a special Golden Flower shot that gains coins for every yard it travels. For those who purchase all three packs individually, Gold Mario will also be available once all packs have been released.

Nintendo will also offer Trial Tournaments for consumers interested in trying out a sample of the downloadable courses, and those who download the Trial Pack will be able to participate in these online tournaments.

More information on other tournaments players can participate in, can be found through a previous Mario Gold post .

A gallery of the DLC is below.

mario golf world tour 3ds dlc

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Mario Golf: World Tour’s DLC Courses Detailed

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As reported earlier in the week , Mario Golf: World Tour will have downloadable content that will add new courses and characters to the game. Three DLC packs will be available for $5.99 each, and each one will contain two new courses with 18 holes each. Each pack will also come with a new character.

Further details on these DLC packs are now available courtesy of Nintendo’s Japanese branch. We now know what courses each DLC pack contains, and have images of them alongside character screenshots. You can find the information below.

Mushroom Pack ($5.99):

mario golf world tour 3ds dlc

Adds Toad Highlands and Koopa Park courses.

mario golf world tour 3ds dlc

Adds Toadette as a playable character.

Flower Pack ($5.99):

mario golf world tour 3ds dlc

Adds Layer-Cake Desert and Sparkling Waters courses.

mario golf world tour 3ds dlc

Adds Nabbit as a playable character.

Star Pack ($5.99):

mario golf world tour 3ds dlc

Adds Rock-Candy Mines and Mario’s Star courses.

mario golf world tour 3ds dlc

Adds Rosalina as a playable character.

Each pack will be available for $5.99 or at a discounted rate of $14.99 if you purchase the Season Pass containing all three. If you buy all three courses in either form, you’ll also get Gold Mario as a bonus playable character. He has a “Golden Flower shot” that gains coins for every yard it travels.

mario golf world tour 3ds dlc

Mario Golf: World Tour will be available in North America on May 2nd.

Update: English names for Mario’s Star and Toad Highlands updated. Thanks to ClaireBeare for pointing out the info on the English website!

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Mario Golf: World Tour

Mario Golf: World Tour

Important information, video: mario golf: world tour.

Grab your clubs and bring fun to the fore in Mario Golf: World Tour on Nintendo 3DS family systems! Join Mario and friends for engrossing golf action on your own, or tee off with players from all over the world in thrilling online multiplayer matches.

The Mario Golf series is known for combining deceptively deep golf gameplay with ideas you could only find in a Mario game, and Mario Golf: World Tour is no exception! Master a range of courses sure to test even the most experienced player. It’s not all lush greens and blue skies though – take to the fairway on sandy shores, or shoot for the pin on courses inspired by the world of Mario!

Play as your Mii in the Castle Club and prove you’re the best in the Mushroom Kingdom! Upgrade your gear to customise your look and improve your abilities. If you can only wedge in a quick round, take a swing at several match types: aim for the lowest stroke count, complete courses as fast as possible or compete for coins in Challenges.

Hit the links against friends with Local Play, or connect to the internet and head into online multiplayer matches against players from all over the world. You can also upload your scores to see how your skills stack up against others in large-scale tournaments, or even create your own tournaments!

It’s easy for friends to gather online and play together with Mario Golf: World Tour’s community feature. Get creative with your ideas and make a round to remember! However you set the rules, one thing’s for sure – golf has never been this fun!

  • Perfect your game on courses inspired by the world of Mario!
  • Take on other players from around the world in online matches, and upload your scores to large-scale tournaments
  • Create and join online communities to enjoy all-new kinds of multiplayer fun
  • Customise your Mii and take them to the top of the Castle Club!

Find more Mario games at the Super Mario hub!

This description was provided by the publisher.

What you need to know

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After your payment has been processed, the content will be downloaded to the applicable system linked to the respective Nintendo Account, or respective Nintendo Network ID in the case of Wii U and Nintendo 3DS family systems. This system must be updated to the latest system software and connected to the internet with automatic downloads enabled, and it must have enough storage to complete the download. Depending on the system/console/hardware model you own and your use of it, an additional storage device may be required to download software from Nintendo eShop. Please visit our Support section for more information.

In the case of games that use cloud streaming technology, only the free launcher application can be downloaded.

Please make sure you have enough storage to complete the download.

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Content not playable before the release date: {{releaseDate}} . For pre-orders, payments will be taken automatically starting from 7 days before the release date. If you pre-order less than 7 days before the release date, payment will be taken immediately upon purchase.

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©2014 Nintendo/CAMELOT

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Season Pass, DLC Coming to Mario Golf: World Tour

by Neal Ronaghan - April 22, 2014, 7:58 am EDT Total comments: 22 Source: Press Release

Spend $15 and nearly double the content in Nintendo's upcoming 3DS golf game.

mario golf world tour 3ds dlc

Three DLC packs are coming to Mario Golf: World Tour after launch that will add six 18-hole courses and four playable characters. The packs will be sold separately for $5.99 each or in a season pass that will be $14.99.

The first pack, called the Mushroom Pack, launches alongside World Tour on May 2 and will include two new courses and a playable Toadette. The Flower Pack will follow later in May with two more courses and a playable Nabbit. The final pack, out in June, is the Star Pack and will add two more courses and Rosalina as a playable character.

Additionally, season pass buyers will have access to the character Gold Mario right away, while everyone else will have access to the golden character after all three packs are out. Gold Mario has a Golden Flower shot that gains coins for every yard the ball travels. Coins can be used to buy in-game content such as new clothing and golf accessories for your Mii.

If you're on the fence regarding the downloadable content, Nintendo will host Trial Tournaments that let players try out portions of the new courses before buying.

See the gallery below for images of the courses and characters!

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I want this game more than any other in 2014, but $15 for DLC? Heck no. Especially since it's Day 1 DLC. Meaning it should be included in the game. Shame on you Nintendo. Still buying the game, but skipping DLC.

$15 isn't bad for a season pass, you save a few bucks. In any case, Super Smash Bros. is probably the only game I'll buy DLC for.

Well, I'll say this for Nintendo: at least they're telling you what you're getting with the Season Pass, and it's $5 less than the typical DLC Season Pass.  That's more than most companies who put these Season Passes out offer.  And yeah, like Adrock I hope the inevitable Smash Bros. DLC has a Season Pass as well.

It's not like you're getting a game that doesn't have more content than any prior Mario Golf, course-wise, and that's without the DLC. If you want even more, then you can get the DLC, and heck, you can even try it out before you buy it. I don't see an issue here.

A significant amount of extra content and the initial game $10 cheaper than usual to compensate? If that's how Nintendo's doing DLC, I can't say I'm too mad.

Season pass?  Welcome to the dark side nintendo. Speaking of Nintendo, when are they gonna release BioShock on their consoles?  I'd buy a Wii U and a 3DS if they did.

Just because it's Day 1 DLC doesn't mean it 'should be included'. Given that the retail game is giving you more courses / holes than previous entries into the console series, they're not cutting the expected content at all. This is another smart move because it allows them to cut the MSRP and get the game into more people's hands. I'm all for this sort of DLC, which is upfront about what's being offered, not cutting content and looks to be very solid. Nintendo has been pretty good about DLC thus far in my book. Fire Emblem, NSMBU/2 and now Golf, all offer as much content as has been included in previous series entries and now you can buy more, roughly doubling each game's content, for a reasonable price. I think the mistake here (even if it is a golf term) is calling it a 'Season Pass' which stirs up all sorts of bad feeling as an industry term. I also have some concerns with how DLC could divide a userbase that's very heavy in online play, as this game will be (and as Mario Kart and Smash Bros will be too). But overall, I'm glad they're offering this.

The main game is as big or bigger than previous games, and the total game+DLC package that includes far more content than usual costs $5 more than standard retail for a 3DS game. They also tell you all that going in. I wish the rest of the industry did things this way. This isn't Nintendo succumbing to the dark side; this is Nintendo showing everyone else how it's done.

It's important to note that the game, retail and eShop, is selling for $29.99 in North America in most stores (Gamestop is selling the retail version at $34.99 for some reason). The $14.99 season pass would put the total at $44.98 (buying each DLC separately increases the total to 57.96), which is only about $5 more than the regular 3DS game price of $39.99. So, you are still getting a lot of golfing. While the pricing and product is reasonable and clear, that I had to stop and think about the math and value of what's on offer is why I detest most DLC and microtransactions.

I don't know. I have such mixed feelings about DLC content. When I get a game, I like to complete it 100%. It's a cruel addiction and it doesn't always happen. But now when I do, is it 100% or do I need to get the DLC to consider it 100% complete? What if I don't get the DLC and it disappears like the Wi-Fi impending shutdown where you will no longer be able to access and download the extra Layton or Picross puzzles? Will it ever be possible to see such content again? Would it be re-released in a new game? If lost, was it ever that important? Was there a great experience missed? If it is packaged into a new game later, would that game be lessened for people because they already played the DLC content long before? If it was all just included in the game, then it would be so much better. The content will always be there. No player is ever missing out on the experience and it is up to them to play it or not. It's great to say that it lengthens the game experience for those that want more but isn't that why a new game is released in a franchise? So that people can have more? The only purpose is to make extra money on something that is already done. It's not like the game has been released for 2 years and now Nintendo's putting some resources together to make this extra DLC. It was made at the same time as the rest of the game and therefore the cost for it will be covered in the sales of the game whether people buy the DLC content or not. If not and only 100 people buy the DLC (I know it will probably be much more but I'm just making a point), you think the cost of resources in making the DLC will be covered by those 100 sales? Most likely not. Therefore, no company is going to hope the DLC cost is covered in DLC sales. It will be covered in the actual retail sales. DLC is just a way for companies to double dip and make more money on the same product. It's great for businesses to do obviously and why it is increasingly occurring in game sales and right now, I can't think of how to properly stop it or protest it but I'm rather against it. The only case where I've bought DLC and had no issue with it is Rock Band. Rock Band actually kept releasing new songs for years and that meant they actually were taking the time to keep developing and coding and getting the rights for it and it allowed for a greater customization of getting songs I liked to play. In that case, DLC was great because I'd rather just buy new songs I want than a whole new game with possibly 25% being songs I'd like to play over and over. Do you really think we'll keep seeing new golf courses released over the next couple years? Phoenix Wright had an extra case you could buy. If Capcom wanted, they could just keep releasing a new case every 3 months or so and do a complete sequel that way. But they won't. As announced earlier, they are making a new entry in the series. What happens to the extra case? Do they reference thereby leaving a lot of players out of the loop/joke/reference? Do they skip it thereby making it a further inconsequential matter? Will they include it in the next release thereby making it a waste of money if you bought it on its own? I think Nintendo did it best when it was free. Paying for DLC is one bnad wagon I'm not about to jump on even if it is from Nintendo.

Edit: Meant to say bandwagon not bnad wagon. Unfortunately, you can't edit in Talkback.  8)

There's two ways they could have avoided the internet explosion: 1) Don't put the content out day 1 so people realize what's in the game, 2) Don't call it a "season pass" after the likes of We The People Infinite and Battlefield 4 have poisoned the well for that term.

I'll want the Nintendo fans praise it, though their were the same people who critisised it when it was on other consoles.  As always, Nintendo is laughably behind.

"Season Pass" was probably a poor choice of words, given the connotations, but I actually think it's refreshing that Nintendo made no effort to hide what they're doing. They're very up front about what's in the game and what you get for paying extra. Like I said, if this kind of thing is here to stay in the games industry, this is exactly how it should be done.

How is this, in anyway better than the vast majority of DLC on the Market?  Firstly, the 'season' of content is available day one, so I don't see how it's a "season" let alone why should it not be included with the main game. This is in no way better than anything else available on other consoles.  Hell, at least with Bioshock Infinite the DLC was spread out across a whole year and offered fast amounts of content not on the CD, for 20$. This just seems like Nintendo trying to charge people 5 dollars extra for stuff that should have been included in the first place.  Tsk. Tsk.

Well, for one, the main game is $10 cheaper than the standard price for a 3DS game. Second, that main game includes as much or more content than any previous Mario Golf game. Look at any season pass from any other company, and find me one that gives more additional content for less money, with a completely full-featured base game. When you do that, I'll entertain the idea that this isn't a superior way to handle this kind of thing.

Bioshock Infinite.  20 dollars adds at least 8 hours of game play.  Stuff that isn't apart of the Disc.

Ooh. The courses are remixed versions from Mario Golf 64. http://youtu.be/SyonEI7vCfU

Yes, that does indeed meet one of the three or four criteria I listed.

"Completely full-featured base game " -  Not sure what this means exactly. "more additional content for less money, with a completely full-featured base game" Okay, I'll add some criteria.  "Game has content build it.  Should of already be there".   -  No real reason not to include it.  Also, I think just the Clash in the clouds DLC in infinite adds more longevity, for 9.99. Also, GTA 5 is another that comes to mind, so Is Mass effect. As for the game, this Mario Golf DLC doesn't even sound like a lot of content.  It's just golf, holes, which are just various different positions of the same map theme.  And paying that much for 4 characters that all do the same thing is asinine.

I have a much softer stance on DLC now than when it was first a thing which I attribute to the passage of time. Nintendo doesn't get a pass because they're Nintendo. Had Nintendo offered DLC last generation, I would have voiced opposition to it. At the time, I lauded their decision not to offer DLC. I'm not bothered by them offering DLC now for the same reason I'm not bother by any company offering DLC. It's 2014. DLC is a part of gaming now. I can choose not to buy it, and up to this point, I have. I was close to buying DLC for Castlevania: Lords of Shadow before opting against it (I may just end up buying the Collection when it inevitably drops in price). Currently, the only Wii U game I own that offers DLC is Resident Evil: Revelaitons HD. There are two bonus Raid characters for $5 each. F that. They aren't even characters I care about. Since DLC is the status quo now, I weigh my options. I don't get caught up in the whole this-should-have-been-included thing. It's a concern people have that I understand yet ultimately ignore. The fact is that content wasn't included. Do I get the sense that there's enough content to justify a purchase? Yes? Buy. No? Don't buy. I apply that to everything. I don't remember the last game I bought at full price. I figured that the one game that will convince me to buy DLC would be Super Smash Bros. Costumes? No. Characters and stages? So much yes. The verdict is still out on whether it'll even happen for those games. Still, Nintendo being this open with what you get with a Season Pass makes the decision so much easier if what they're doing with Mario Golf: World Tour is their standard.

I don't know. I have such mixed feelings about DLC content...

You explained my thoughts better than I could. Get out of my head!

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Mario Golf: World Tour – Strategy Guide

GameFAQs

Strategy Guide (3DS) by super_luigi16

Version: 0.80 | Updated: 05/27/2014

  • Page 1 of 7

Table of Contents

1. introduction, extended table of contents, about the game, about the guide, about the author, version history, the rules of golf, mario golf: world tour's rules, gameplay modes, 3. golfing: a primer, mario golf mechanics.

  • Basic Strategy
  • Advanced Strategy
  • Forest Course
  • Seaside Course
  • Mountain Course
  • Peach Gardens
  • Wiggler Park
  • Cheep Cheep Lagoon
  • Bowser's Castle
  • Toad Highlands
  • 5. Star Coin Challenges
  • Forest Course Challenges
  • Seaside Course Challenges
  • Mountain Course Challenges
  • Peach Gardens Challenges
  • Yoshi Lake Challenges
  • Wiggler Park Challenges
  • Cheep Cheep Lagoon Challenges
  • DK Jungle Challenges
  • Bowser's Castle Challenges
  • 6. Moon Coin Challenges
  • 7. Castle Club + Online
  • 8. Appendix A: Unlockables
  • 9. Appendix B: Characters
  • 10. Appendix C: Equipment
  • 11. Outroduction
  • Contributing
  • Contact Info

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Welcome to my guide for Mario Golf: World Tour! I'll be brutally honest; I never thought another Mario Golf game would be released after Toadstool Tour, so I'm esctatic that we have the chance to even play this game. For those who are new the series, Mario Golf stays true to its name. In the game, you get to play as Mario characters on whacky and crazy courses (many of which defy realistic course layouts) with the added benefits of online, story mode, golf gear customization, and DLC characters and courses. This guide will cover all of the above as well as general golfing tips and game controls. As such, this guide is a rather comprehensive FAQ/Walkthrough. The guide's layout will be explained in the following sections along with some background about the game. Without further ado, I present to you my guide for Mario Golf: World Tour!

Because this is such a large and comprehensive guide, I have created this section to allow you to easily jump to any section. Unlike the auto-generated TOC to the right, the following table includes all of the sub-sub-sections as well!

mario golf world tour 3ds dlc

Mario Golf: World Tour was released at the following dates in the following regions. It was developed by Camelot, published by Nintendo, and released solely on the Nintendo 3DS. The game features an extensive single player mode, local multiplayer, and online play.

This game also features three separate DLC packs each purchaseable on the Nintendo eShop for $5.99 USD each. You can also peurchase the entire set of packs for $14.99 USD. Each DLC includes one character, two courses (which are graphically updated N64 courses), and a bonus character if you buy all three packs. The DLC was released at the following dates.

Major Changes from Mario Golf: Toadstool Tour

It's been ten years since a Mario Golf game was last released on the GameCube. Many of you will be coming from Toadstool Tour, and this section is intended to enumerate the changes from Toadstool Tour to World Tour. Some of the changes are rather extensive while others are minor updates. In general, the update from Toadstool Tour to World Tour is similar to the update from Mario Tennis: Power Tour on the GameCube to Mario Tennis Open on the 3DS. The following list explains the update:

  • Single Player - A single player mode was added in which you control your Mii while challenging a variety of championships on different courses. This mode is similar to the RPG-esque story mode in the GBA version of Mario Golf, and it has a loose story through which your Mii will progress. The difficulty increases as you play, and there a variety of sidequests and small minigames.
  • Items - Taking a page from Mario Kart, Mario Golf: World Tour introduces a new type of shot: the Item Shot. An Item Shot allows you to overcome obstacles and tailor your shot to the course in front of you; some items make your ball go farther while other shots allow you to hit you straight through trees.
  • Gear - Similar to Mario Tennis Open, Mario Golf: World Tour introduced a variety of clothing and gear to introduce more RPG-esque elements to the sports play. Miis wearing clothing and using different gear can drive different distances and exert more or less control over their shots. And, of course, all of the gear is Nintendo- or Mario-themed!
  • Online - It's not 2004 anymore, so Camelot added a rather extensive online gameplay mode. Online includes biweekly world and regional tournaments as well as play against friends.

This guide is a comprehensive catalogue of just about everything that is in Mario Golf: World Tour. It is organized by "section" (i.e., 1. Introduction ), "sub-section" (i.e., About the Guide ), and by "sub-sub-section." Sections will cover large parts of the game. The overall guide is organized by starting with general concepts, like learning how to golf, strategizing shots, recovering, using items, and other tips and techniques. The guide then focuses on the individual courses and strategies for each hole. Item suggestions will also be included. Next will be a story-mode specific "walkthrough" along with explanations of other modes and strategies for doing your best at each mode. Finally, this guide will end with several sections detailing unlockable equipment and other nitty-gritty information.

Because this is a sports game, most of you will not read this guide from cover-to-cover; rather, you will jump to whatever section best suits your question or needs. I recommend using either the TOC at the top of every page or the Extended TOC that I created. Either will serve you well. Also, because of the nonlinearity of the game, the organization of this guide can seem convoluted; nevertheless, if something seems out of place, please let me know .

This guide is an html v1.0 guide, meaning that it supports hyperlinking, images, videos, and other features that plain text guides do not support. The guide is automatically paginated for easier and quicker loading. You can also print this guide in a printer-friendly format by scrolling to the bottom of the guide and clicking on one of the printer-friendly formats listed in tiny font. You can also download this guide for your own perusal offline. However, if you decide to look at the plain-text version of this guide, the formatting might be confusing to navigate due to the way that GameFAQs parses html guides.

My name is super_luigi16, aka SL, and some of you may recognize me from some of the Nintendo message boards on GameFAQs. I'm an avid Mario Kart player, but I also dabble in Brawl and a variety of other Nintendo sports games, including all of the Mario Golf games! I've played all of the games in this series post-Mario Golf 64, so I do have a bit of experience with the games before writing this guide. I'm active online, so if you want to add me, feel free to PM me for my 3DS friend code.

Some of you might know that I'm also a somewhat prolific guide writer, authoring FAQs for Kingdom Hearts 3D, Pikmin 3, and other games. I've also written for Mario Tennis Open, which was also developed by Camelot last year; I will actually be pulling quite a bit of my formatting from my Mario Tennis Open guide because both MTO and MGWT make a lot of uniform changes with regards to their respective predecessors. I'm also one of the admins of the GameFAQers United collaborative, which is a community of guide writers working together to promote each others' works. Anyway, that's enough about me: let's get to the golfing! :)

This section tabulates each and every revision this guide has undergone. The section is divided into each of the major update brackets. Versions below 1.0 are incomplete, versions between 1.0 and 2.0 are complete, and versions above 2.0 are comprehensive. The most up-to-date version is always the one you are reading on GameFAQs. Not all versions are submitted due to pre-release contingincies and other factors.

The following revisions are incomplete.

So this section will detail some of the more general aspects of Mario Golf: World Tour, including the controls of the game, the rules of the game, and other relevant before-you-start information. If you're looking for more specific golf advice, you'll want to head to the next section: 3. Golfing: A Primer . Anyway, so this section is organized by starting with the Controls . We'll subsequently move onto some background about golf for those of you who are not that familiar with the sport. After that, we'll cover some of the Mario Golf-specific intricacies and the modes that Mario Golf: World Tour has to offer. Basically, this section mostly covers that you will already know if you've played other Mario Golf games and information you may be familiar with if you've played golf in real life.

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The above tables show the control scheme for the traditional golfing mode. Controls will vary, but the 3DS will often make them plain on the control screen; the table is more of a formality. Inputs are organized by importance to the control scheme. Menus have traditional menu navigation plus the ability to use the touch screen. The electronic manual distributed with the game is also a good source of instructions.

Golf is not an easy game to learn; it has a lot of weird and confusing rules in addition to harsh penalties and extraordinary difficulty. Mario Golf is nowhere near a perfect representation of actual golf as it simplifies a variety of the rules, excludes some rules by virtue of being a game, handles other rules for you, and makes up its own rules from time-to-time. This section will cover the rules and background necessary to understand the rules of golf that are still relevant in Mario Golf: World Tour. Think of this section as an introduction to golf for those who have never stepped on a golf course--real or virtual--before.

Your objective golf is relatively simple: get your golf ball from the tee box (start) to the hole (finish) in the fewest strokes possible. You will do this by hitting the golf ball with a variety of clubs with different shapes and lofts. Here are some terms that you should know about the layout of each hole:

  • Hole - The hole is where your golf ball is supposed to end up; it is the proverbial "end" of the hole. The hole is relatively small with a diameter of about two-and-a-half golf balls, making it rather difficult to actually finish the hole. The hole may also be referred to as the cup. The hole is also used to refer to the entire set of obstacles from one tee box to its respective hole (i.e., Hole #1).
  • Tee Box - The tee box is where your golf ball starts. You begin the hole by "teeing up" your golf ball with a golf tee. (A tee props your ball up an inch or so off of the ground, making it much easier to hit it well).
  • Green - This is the area of the hole where the cup is. The grass is cut very low, meaning that you can simply putt the ball to the hole. Greens are usually about 50-100 feet in diameter, though they may have very unusual shapes.
  • Fairway - On longer holes, there's usually a long strip of fairway leading to the green. The fairway also has the grass cut low (but not as low as the green), making it the area where you want to hit your ball. Fairways usually are long and narrow, creating a "pathway" to the green from the tee box.
  • In Mario Golf, fairway is usually a lighter color.
  • Rough - Surrounding the fairway is the rough. Rough is a higher cut of grass, making it hard to hit your ball out of it. You usually want to stay out of the rough because it limits your options.
  • In Mario Golf, rough is usually a darker color.
  • Heavy Rough - Heavy rough grass is usually not trimmed at all, meaning that it is extremely difficult to hit your ball out of it. Heavy rough is usually reserved for the outermost edges of the hole.
  • In Mario Golf, heavy rough is usually the darkest grass on the course.
  • Bunker - Also referred to as sand traps, bunkers are patches of sand. They are usually rather hard to hit out of, making them an obstacle that you want to avoid on the course. Bunkers are usually scattered on the fairway and around the green.
  • Other obstacles can include water, which forces you take a penalty and drop your ball behind the body of water that you hit the ball into.
  • OB - Aka "out of bounds." If you hit the ball outside of the boundaries of the hole, you will be forced to hit from wherever you last hit the ball again with a penalty.

So just how do you get the ball from the tee box to the hole? Well, you use your clubs! There are three general classes of clubs: the woods, the irons, and the putter. Each serves a different purpose and is generally used for varying parts of the hole. Your golf bag comes with thirteen clubs: the 1-Wood, the 3-Wood, the 5-Wood, the 7-Wood, the 4-Hybrid, the 5-Hybrid, the 6-Iron, the 7-Iron, the 8-Iron, the 9-Iron, the Pitching Wedge, the Approach Wedge, the Sand Wedge, and the Putter. The main difference between each club is the loft on the face of the club: a 5-Wood has more loft than a 3-Wood. More loft means that your ball will go higher but not as far. Here's some more definitions:

  • Club - A club is made up of two parts: the shaft (the long part of the club on which the grip is located) and the head (the fat part that you hit the golf ball with). The head has a face, which is the side of the head that you hit the ball with. The face is the part of the club that has different lofts.
  • Woods - Woods have very fat heads, making them easier to swing and hit with. They are usually the clubs with the lowest lofts and the farthest hitting clubs.
  • Irons - Irons have narrow heads and higher lofts than woods, making them ideal for approaches and recovery.
  • Hybrids - Basically, take an iron and a wood and average the two: you will end up with a hybrid that is right in between the woods and the iron.
  • Wedge - Wedges are special kinds of irons that have very high lofts. They are ideal for the area immediately around the green and for extremely difficult recoveries.
  • Putter - The putter has the highest loft with a completely flat face. This means that you basically use the putter to have the ball roll along the ground, usually on the green.

Finally, let's define a few of the terms regarding the hole and how you are scored. I've mentioned a few of these terms already, but here are their formal definitions:

  • Par - Each hole has a suggested number of strokes in which you should be able to complete the hole. Pars commonly are 3, 4, and 5. Par 3 holes are usually 100 - 200 yards long, Par 4 holes are usually 300 - 400 yards long, and Par 5 holes are usually 400 - 600 yards long. Most holes are Par 4; most eighteen hole courses have ten Par 4 holes, four Par 5 holes, and four Par 3 holes.
  • Even Par - If you score even par on a hole, that means you matched the par with your score. For instance, if I were to get my ball into the hole in four strokes on a Par 4 hole, I would score par.
  • Birdie - If you score one under the par, you made a birdie.
  • Eagle - If you score two under the par, you made an eagle.
  • Albatross - If you score three under the par, you made an albatross.
  • Hole-in-One - If you hit the ball into the hole in one stroke, you made a hole-in-one. Hole-in-ones can be on Par 4 holes or Par 3 holes, but it is much more common to score a hole-in-one on a Par 3.
  • Bogey - If you score one over the par, you made a bogey.
  • Double Bogey - If you score two over the par, you made a double bogey.
  • Penalties - When you hit out of bounds or into the water, you will be assessed a penalty to play a new ball. This penalty is one stroke. This means that if you hit out of bounds on your second stroke, you will be hitting from the same spot for your fourth stroke.
  • Out - The first nine holes of a course.
  • In - The last nine holes of a course.

There are a variety of other terms that will come up over the course of this guide, and I will try to define them or make it clear what I'm referring to when they are brought up. Regardless, your goal is to get from the tee box to the hole in the least amount of strokes while avoiding obstacles like water, OB, bunkers, rough, and the like. The following sub-sub-sections will discuss some of the specifics that are still in Mario Golf while the next sub-section will discuss Mario Golf-specific rules.

After you've golfed several rounds, you will be given a handicap that reflects your performance on the links. Basically, a handicap equalizes your score so that you score closer to even par. You can use your handicap as a guide for how you stack up against others, but some tournaments will actually use your handicap when calculating your final score. A handicap may add strokes (a plus-handicap) or it may remove strokes (a normal handicap). Handicaps are calculated with some pretty complex formulas that you don't really need to concern yourself with; just be aware that if you score really well, your handicap will go down while if you score poorly, your handicap will go up.

There's also a special handicap in Mario Golf that I will describe briefly here (I actually had not heard of it before Mario Golf: World Tour). This handicap, called the Double Peoria, is calculated based on one round of golf. The organizers of a Double Peoria handicap tournament select six holes to base your handicap on, making your handicap dependent on your performance on these six specific holes. The Double Peoria holes are generally not chosen until after the tournament has ended.

This is Mario Golf , meaning that Nintendo amps up the creativity. Ordinarily, golf can be rather dry in terms of course design and overall action; Nintendo ups the action by adding a variety of features to add more strategy as well as by making courses with less realistic designs. The latter adds more aspects and elements to each individual hole, many of which are specific to individual courses. And, of course, the mechanism for making shots in game is dramatically different than from in life.

Firstly, Mario Golf: World Tour does a lot of the background stuff for you. The game will automatically keep track of your score, it will automatically assess penalties, and it will drop penalty shots at the most desirable location based on your entry point into the hazard. The game will also not allow you to drop from unplayable lies, and it will force you to play from some lies that you would ordinarily never play from in real life. Mario Golf will also start each stroke with a suggested shot (it's usually not the best shot, though!) based on your lie and the clubs available to you. You also have unprecedented control over the camera, meaning that you can see the entire green before you've even hit from the tee box.

World Tour also randomizes a lot of the things that would seem more constant and explainable in actual golf. For instance, wind speed, pin locations, and ball lies are all randomized, and they may not necessarily be coherent (i.e., the wind may be 20 mph on one hole while it is 4 mph on the next hole). Th weather is also simplified so that there are only two weather conditions: sun or rain. Rain automatically slows your ball down when putting by approximately 33%. I will cover the intricacies more extensively in the next section, though.

The gist of this section is that, although Mario Golf may seem relatively close to actual golf, a lot of the mechanics and details are not reflective of actual golf. You have unprecedented control over your shots, and you are able to be far more consistent and capable than any pro golfer could dream to be. The core golf mechanics and physics are there, but World Tour alters a lot of details to make World Tour more interesting and easier to code.

Stroke Play

This is the simplest mode available in Mario Golf: World Tour; it's basically just traditional golf. In Stroke Play, you can play as whoever you want to and use all clubs available in order to complete each hole in the fewest number of strokes. You have control over following: the number of holes you want to play (3, 6, 9, or 18); whether the holes are played in order or shuffled; the starting hole (1 or 10); the tee position (regular, back, or tournament); the use of club shots, items, and coins; whether the flight path will be shown; and the strength of the winds (weak, normal, or strong).

Similar to Stroke Play , Match Play is relatively simple. Two players compete to score the best on each hole, and points are awarded for the winning score on each hole. If the players tie on a hole, the hole is halved with no winning party. Play continues until one player wins enough holes so that the other player cannot win even if they won every hole from thereon out. If the match is tied on the eighteenth hole, a tiebreaker is played starting on the first hole until one player wins a hole. Match Play is not dependent upon one's overall score; one of the players can score a 12 on one hole and still win overall because he or she won the rest of the holes (or the majority of the rest of the holes).

Speed Golf is a Mario Golf specific mode in which you try to complete the course as fast as possible. Score does not matter--only how quickly you finish all 18 holes matters. However, if you score better, you tend to finish out the hole more quickly. Speed Golf can be played in single player mode or competitively against friends.

Point Tourney

This mode awards points for different scores on each hole. Unlike Stroke Play, higher scores are awarded for better performances. The points awarded for each score are as follows:

Mario Golf is a relatively complex game, but it also has a huge skill cap. This means that you have room for improvement no matter how long you have been playing the game. This section is intended to cover the basic golf mechanics, to explain different shot types, to explain basic strategy, and to explain more advanced strategy as well. The Mario Golf Mechanics section is an essential read for any player because I will not only explain each and every part of Mario Golf's gameplay, but I will also teach you how to use and abuse the tools given to you. The Basic Strategy section will be for those of you who have not played Mario Golf before while the Advanced Strategy section will be useful for just about everyone! Feel free to follow the hyperlinks to the respective sections.

This section is rather haphazardly thrown together, so I apologize in advance if it seems like I jump all over the place!

Anyway, each mechanic that I describe below is covered rather exhaustively both technically and in terms of how it affects your ability to score well. I will generally open each mechanic with the technical stuff and pepper in commentary as I see fit. If I have big standalone advice, it will usually be thrown in at the end of the technical stuff.

Manual vs. Automatic

So, in the game and as mentioned in Controls , there are two ways to make your shots: Easy (Automatic) and Manual. Basically, because Mario Golf: World Tour uses a bar to determine how powerful your shots are, the developers made it so that you can control manually control accuracy by hitting in the sweet spot as the bar regresses back to where it started. In the automatic/easy mode, you only have to stop the bar once and the accuracy is randomized for you. As such, manual gives you a lot more room for error, but it also allows you to be more consistent once you get used to the bar slinking back and forth.

Furthermore, manual also gives the added control of adding Spin to your shots (follow the hyperlink to read more about spin; it is the next section). This is because you must stop the bar the second time with either the A or B button, and you can add another button to your stopped bar, making a total of four possible stopping combos (A+A, A+B, B+B, B+A). We'll get more into those later, though. Anyway, so with manual affording more consistency to those who have steady fingers and decent reflexes, I highly recommend that you use manual in Mario Golf: World Tour. In fact, I write most of this guide with the assumption that you are using manual and have access to Spin . If you have been using automatic, take the time to start learning manual and get comfortable with the two-stop mechanism. Otherwise, you really won't be able to reach that next level.

Anyway, if you're just learning manual, I suggest that you start out with some practice rounds on the Forest Course ; it is the easiest course, but it does offer similar challenges of playing an entire round from all sorts of different angles and situations as a more challenging course would. There really aren't too many tips I can give you when learning manual because it's mostly muscle memory, reflexes, and timing.

The next few sections will clarify some of the intricacies of the manual bar.

As mentioned earlier, when using manual you must stop the bar as it returns to where it started. When stopping the bar, you can either stop it with a one button command (A or B) or a two button command (A+A, A+B, B+B, B+A). The one button commands do not do anything relevant; they let the ball roll as if it had no spin. However, the two button commands add spin to your golf ball. Commands starting with A (order is important!) add topspin: A+A is topspin and A+B is super topspin. Commands starting with B add backspin: B+B is backspin and B+A is super backspin. As the names suggest, topspin makes your ball roll farther along the ground once it lands while backspin can slow down your ball or even make it roll backwards, depending on a variety of factors that we'll get into later.

So let's talk about what happens when your ball does not have spin: when you do not add spin to a shot, your ball will rely on the forces of gravity, friction, and momentum to determine how far it will roll once it lands. The game has a shot prediction mechanism that allows you to see how far your ball is projected to roll once it lands; this projection is not very accurate, but it will give you an idea. For the record, your ball will usually roll slightly farther than what is projected, but it is heavily dependent on the terrain on which the ball is landing, the wind, and the ball's trajectory.

However, when you add topspin or super topspin, your ball will start flaming along the ground once it stops bouncing. Your ball will then continue to roll for an artificially long amount of time at higher speeds than it would have if you had no spin on your ball. Obviously super topspin adds more spin to the ball than topspin, and you should plan your shot accordingly; topspin approximately doubles the roll while super topspin triples the roll. Topspin and super topspin occur rather uniformly with all clubs and trajectories. the intensity of topspin may be stunted or aided by the terrain, though:

  • If you try to use topspin on an uphill slope, the spin will not be as strong. Depending on the severity of the slope, your ball will usually fizzle out twice as fast. Of course, the same will happen without topspin too!
  • If you use topspin on a downhill slope, the spin will be super strong--so much so that the ball will most likely keep rolling until it reaches the bottom of the slope.
  • Topspin will work effectively on the fairway and on greens. Rough will force your topspin to end in one-third of the usual time. Heavy rough will all but negate your topspin. Bunkers are similar to heavy rough, but your ball will not bounce at all if it lands in the bunker. Fast fairway will accentuate topspin.
  • Clubs with lower lofts (i.e., 1-W, 3-W, etc.) have longer topspin.
  • To a lesser extent than backspin, trajectory will affect topspin. If your ball is coming in very high (more vertical), your ball's topspin will not be as effective as if the ball had been coming in lower (more horizontal).

Backspin is the opposite of topspin. Most of the time, backspin will allow your ball to roll backwards a bit; however, in some cases, backspin will simply stop your ball faster or allow it to put the proverbial brakes on when it would ordinarily keep rolling forever. Super backspin is stronger than backspin. Similar to topspin, backspin's effectiveness is determined by a vareity of factors, but these factors are far more important to backspin; they can mean the difference between actually spinning backwards or simply stoppingafter two or three bounces.

  • If you try to use backspin on a downhill slope, the spin will not usually be very effective. Depending on the severity of the slope, the ball may simply "bite" (stop after bouncing once or twice) or slow down. If it does actually spin back, the spin will not be all that strong.
  • If you use backspin on an uphill slope, the ball will almost certainly roll backwards with a lot of virulence. With super backspin, it is possible that the ball will roll all the way to the bottom of the slope.
  • Trajectory is very important with regards to backspin; if the ball is coming in high, it will be more likely to spin backwards. If the ball is coming in low, it will be more unlikely to spin backwards. Trajectory is highly dependent upon the loft of the club being used, so it stands to reason that a 1-Wood is going to have less effective backspin than a 9-Iron.
  • Backspin will not ordinarily work in other terrains. Most notably, fast fairway will make your backspin work more like brakes than backspin.

Here are some other notes about spin: if your ball hits a tree or another obstacle mid-flight, all spin will be canceled, and the ball will land and roll as if it had no spin at all. If you try to hit down, left, right, or up on the ball, spin will still carry over, but it will be less strong as if you had simply hit the ball in the center. Wind does not usually affect spin, though it can affect trajectory which alters spin.

Topspin's primary usefulness is obvious; you want to get more distance on your drives or approaches, but you don't have other clubs that hit farther. I recommend that you use topspin (primarily super topspin) on just about every drive unless you have a small landing area (in which case, use backspin to stop your drive on a dime). For approaches, topspin should be used sparingly because it is very difficult to predict just how far your ball will keep rolling; sometimes topspin will fizzle out relatively quickly and other times it will roll and roll forever. When on the green, twenty feet can make a world of difference, and topspin doesn't really afford you much control. Backspin is far more useful when shooting for the green.

Let's talk about trajectory for a moment here in the purview of backspin. So you usually have some manipulation over trajectory (you can change clubs) but not a lot. Obviously, backspin will be most useful when shooting for the pin. If you're using backspin with a club that has a higher trajectory (7-Iron, 8-Iron, etc.), normal backspin will usually put you a few feet behind wherever your ball lands, and super backspin will have put you about fifteen to twenty feet behind where the ball lands. Of course, this is highly variable because of the slope of the green (if you're trying to roll back up a hill, backspin will most likely just stop the ball after a bounce or two rather than roll back up the hill), the wind (wind blowing into your face will make backspin more effective), and the elevation change (this affects trajectory). For instance, if you're using a 7-Iron to hit your ball on the green but the green is about twenty yards higher than your current position, your backspin will probably put you right around where your ball lands rather than several feet behind the landing zone. Calculating backspin is like math: you need to add up all of the factors to see which factor "wins." Trajectory is almost always the most important.

If you're using a club with a lower trajectory (like a 3-Wood) to go for the green, super backspin is highly useful because it will stop your ball after a bounce or two. After a few attempts at hitting the green with a low-trajectory club, you should have a feel for how it will react when it lands: it will have short bounces followed by a bit of rolling. However, low-trajectory clubs are usually only the 1-Wood, 3-Wood, and 5-Wood; the 7-Wood and lower all have decent enough height that super backspin will actually make your ball roll backwards after a bounce or two. We'll discuss approach strategies more in-depth for each hole and in the Advanced Strategy section, though.

When your shot meter comes back after you determine the distance, you have a small area denoted in green where the "Sweet Spot" is. This sweet spot is basically the safe zone for hitting your ball; if you miss the sweet spot, you will "duff" your ball, barely hitting anywhere at all. In fact, even when you hit the sweet spot but miss the exact center (the blinking orange bar), your ball will not go as far. Furthermore, the ball will travel a bit in the opposite direction of the side of the bar you ended on. For instance, if you finish slightly to the right of the perfect center but still in the sweet spot, your ball will travel a few yards to the left and a yard or two shorter. The effect is more pronounced if the sweet spot is smaller or if you are farther toward the edge of the sweet spot. Hence, the sweet spot is hugely important when determining the accuracy of your shot. If you have good reflexes, you should be able to hit the center just about every time.

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However, what makes the sweet spot smaller or bigger? Well, there are a few factors. Firstly, if you are using a Mii or character with a smaller sweet spot stat, the sweet spot will be smaller. Generally, characters and Miis that drive farther have lower sweet spot stats, making accuracy all the more important for these characters. Think of it as a trade-off: sure, you can drive a lot farther than the other golfers, but, when you screw up , it will hurt you a lot more. Characters who drive shorter distances can have huge sweet spots. Secondly, if you are using a higher club (for example, a 1-Wood or 3-Wood), the sweet spot will be smaller than if you were using something like a 9-Iron. This makes sense if you think about it: controlling a 3-Wood is much harder than controlling a 9-Iron, so accuracy is harder to come by. Finally, the last factor that affects sweet spots is the Terrain . If your ball is resting on a bad lie, the sweet spot will be smaller because it is more difficult to accurately hit the ball through long blades of grass or in a sand trap.

When you put all of these factors together, you can end up with huge sweet spots, tiny sweet spots, and just about everything in between. For reference, Donkey Kong's sweet spot up above is slightly above average. Anyway, you can have an amazingly huge sweet spot if your shot is something like Peach with a 9-Iron in the middle of the fairway; you can also have no sweet spot (i.e., hit the center or you duffed it) if you're using Star Bowser in the heavy rough with a 5-Wood. The factors I listed above compound to either make your shot very easy or very difficult. An easy way to increase your sweet spot on the links is to avoid the bad lies (bunkers, rough, etc.) and to club down (go from a 5-Wood to a 7-Wood). If you're having a lot of trouble with sweet spots, you should consider switching characters or changing your gear.

Distance Guides

The distance guide is on your shot meter; it helps you determine how far you want to hit your shot. It is merely a suggestion, though. You are not bound to hit at your distance guide by any means. However, there are a few benefits to using it.

If you're planning to use a power shot, the distance guide should be adjusted to whatever distance you plan to hit your shot. This is because you can retain your power shot if you hit the ball perfectly; in order to hit a perfect shot, you must match your distance guide on the shot meter. Thus, you need to adjust your distance guide so that it actually suits your needs. Using your distance guide is also very helpful in terms of visualizing your shot. The shot projection mechanism provided in-game will change depending on what you send your distance guide as, allowing you to see where your ball will land if you hit your ball this hard as opposed to that hard.

Hence, it's good habit to preview your shot and adjust your distance guide with L and R so that you can find both the safest and most attainable shot available. ( Basic Strategy will discuss this dichotomy more fully). Although you don't necessarily need to use the distance guides with your drives, using it when you're aiming for the green is a must! If you can develop good habits in Mario Golf, they will certainly help you later on.

This section ties into the following section ( Terrain ) rather extensively, but I will attempt to segregate the two sections as best I can; this section will discuss your ball's lie and its specific effects on your shot meter and other mechanics while the next section will discuss the properties of various terrains in more detail. Basically, whenever your ball stops on a certain area of the course, it is assigned a lie. Different areas have different lies (for instance, fairway has three different lies), and these lies directly affect your ball and your next shot in different ways.

Firstly, crappy lies make it so that you cannot hit the ball as far. Your shot meter will look something like Yoshi's pictured below: a portion of the bar will be shaved off because your character cannot hit the ball as well as he or she could have with a clean lie. Also, see the purple 0% on the upper screen in the Yoshi pic? Different lies introduce differing variabilities to the power of your next shot. In Yoshi's case, the shot's power was not affected (hence the 0%), but other shots can have variabilities has high as +/- 20%! Obviously, a variability that high can lead to sigificant problems regarding your next shot.

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A bad lie can also make your shot meter move faster when you want to make your shot. This can make it much more difficult to control accuracy and power. Finally, a bad lie can also make your sweet spot smaller. With these two effects combined, it can be near impossible to recover from a bad lie if you're using a club like a 3-Wood, which doesn't give you much sweet spot to begin with.

Put this all together, and we're left with some big consequences when your lie is sub-par. Firstly, a bad lie can force you to club down so that your sweet spot is more manageable. In fact, unless you absolutely trust your ability to hit perfects, it makes much more sense to club down so that you can safely get out of your bad lie. Also, in some cases, it is actually more powerful to club down than to hit a higher club; for instance, a 1-Wood out of the bunker is usually less powerful than a 5-Wood. Hence, unless you really gain something out of pushing yourself to the bring of missing the sweet spot (i.e., hitting the green in two on a par 5), I usually advise against taking the risk.

IMAGES

  1. Mario Golf World Tour DLC Walkthrough

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  2. Nintendo 3DS

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  3. Mario Golf: World Tour DLC and Season Pass brings 108 new holes, play

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  4. Mario Golf: World Tour (2014)

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  5. Mario Golf World Tour

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  6. Mario Golf: World Tour (Nintendo 3DS) Courses & Scenery Artwork

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VIDEO

  1. Mario Golf World Tour Walkthrough

  2. MARIO GOLF WORLD TOUR Demo [3DS]

  3. Mario Golf: World Tour Demo Gameplay

  4. Mario Golf: World Tour: Part 1 (3DS)

  5. Mario Golf: World Tour

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COMMENTS

  1. DLC Packs

    DLC Packs. Nintendo will have it's first season pass with Mario Golf: World Tour. For $5.99 a piece or $15 for a season pass, players can enjoy 108 new holes, new power-ups, and three new playable ...

  2. Mario Golf: World Tour

    Mario Golf: World Tour is a sport title for the Nintendo 3DS. It is the third handheld installment of the Mario Golf series, and the fifth installment in the series overall. ... Mario Golf: World Tour was one of two Mario games on the 3DS to provide paid DLC, the other being New Super Mario Bros 2. Mushroom Pack Description: Toadette takes up ...

  3. Nintendo 3DS

    Official Website: http://mariogolf.nintendo.comLike Nintendo on Facebook: http://www.facebook.com/NintendoFollow us on Twitter: http://twitter.com/NintendoAm...

  4. Mario Golf: World Tour DLC and Season Pass outlined

    Mario Golf: World Tour owners can buy the Season Pass for $14.99 starting May 2. Season Pass holders will get access to each new pack as it becomes available, and will receive a special bonus of ...

  5. Mario Golf: World Tour (2014)

    The second helping of DLC for Mario Golf: World Tour is now available in both North America and Europe. The new Flower pack takes up 447 blocks (that's the EU size) and showcases the Layer-Cake ...

  6. Mario Golf World Tour DLC Walkthrough

    This video shows Mario Golf World Tour 3DS DLC of Sparkling Waters (originally from New Super Mario Bros. U and New Super Luigi U) played with Golden Mario. ...

  7. Mario Golf: World Tour Review (3DS)

    It remains an integral part of Nintendo's delightfully quirky games catalogue for its mascot and the residents of the Mushroom Kingdom to meet up for various extra-curricular activities, and golf ...

  8. Mario Golf: World Tour Review

    The second DLC pack for Mario Golf: World Tour raises the stakes. While the Mushroom Pack added two regular, easy courses, the pair of new 18-hole courses in the Flower Pack are more challenging.

  9. Mario Golf: World Tour's DLC Courses Detailed

    As reported earlier in the week, Mario Golf: World Tour will have downloadable content that will add new courses and characters to the game. Three DLC packs will be available for $5.99 each, and ...

  10. Mario Golf World Tour DLC Walkthrough

    This video shows Mario Golf World Tour 3DS DLC of Koopa Park played with Toadette. I'll also show other characters such as Gold Mario, Nabbit, Rosalina and ...

  11. Mario Golf: World Tour

    Bring fun to the fore in Mario Golf: World Tour on Nintendo 3DS family systems! Take on players from all over the world and reach the top! Bring fun to the fore with Mario and friends on Nintendo 3DS!

  12. Mario Golf: World Tour

    Details. Summary Luigi and his Mushroom Kingdom neighbors are teeing up once again in Mario Golf: World Tour. The Nintendo 3DS game includes both simple controls and a deeper experience for golf fans, plus courses that range from traditional to those inspired by the Mushroom Kingdom. The game launches this summer.

  13. Season Pass, DLC Coming to Mario Golf: World Tour

    Three DLC packs are coming to Mario Golf: World Tour after launch that will add six 18-hole courses and four playable characters. The packs will be sold separately for $5.99 each or in a season ...

  14. Mario Golf: World Tour

    Mario Golf World Tour. Mario Golf: World Tour was released at the following dates in the following regions. It was developed by Camelot, published by Nintendo, and released solely on the Nintendo 3DS. The game features an extensive single player mode, local multiplayer, and online play. Regions.

  15. Mario Golf World Tour DLC Walkthrough

    This video shows Mario Golf World Tour 3DS DLC of Layer Cake Desert (originally from New Super Mario Bros. U and New Super Luigi U) played with Nabbit. I'll ...

  16. Mario Golf: World Tour

    Head to the far right of Castle Club and you have some tough challenges (Drive, chip, putt kinda thing). Beating all of those + Sky Island 18 hole will make you rather good at the game. Head to the left of Castle Club and you can get random challenges for costumes and stuff. Once all of that is beat, you'll play solo mode and either A) beat all ...

  17. r/3DS on Reddit: Mario Golf World Tour: unable to access DLC in-game

    Country of Residence: United Kingdom. Category: Nintendo eShop Card / Download Code. Topic: I have a problem redeeming a download code (Software/DLC/themes) Scroll down an hit the 'Contact Nintendo Support' button to then fill out a form describing the problem (can't download Mario Golf World Tour DLC). As others have suggested, it's probably ...

  18. Mario Golf World Tour (3DS)

    Mario Golf World Tour (3DS) - All Character Hole-In-One Animations (Including DLC Characters such as Nabbit & Rosalina etc)Several people requested me to mak...

  19. Mario Golf: World Tour Getting DLC and Season Pass

    Posted: Apr 22, 2014 9:04 am. Nintendo has announced three DLC packs will be available for Mario Golf: World Tour once the title releases later this year. While each of the packs can be bought ...

  20. Mario Golf: World Tour 3DS DLC installed Rom : r/Roms

    Mario Golf: World Tour 3DS DLC installed Rom. Hi fellas, I want to play mario golf tour with dlc, but I can't install dlc on Citra MMJ. I tried 10 different builds, everytime it says install completed but I can't get content in game. I've tried both Usa and Eu versions of game and dlc (both downloaded from megathread)but result is same.