It renders the game practically unplayable, and Arcade mode’s answer of loading the swing and pressing the button comes about as close to fun as rubbing salt into your eyes. An achievement that seems impossible using the simulation mode’s shoddy golf swing interface. The inclusion of arcade mode becomes clear, when you consider that the three courses unavailable from the beginning can only be unlocked by finishing the course under par. This process continues for the entire length of simulation mode, usually resulting in bogeys, double bogeys and more often than not, forfeits following too many attempts. Utilising ‘the most realistic golf swing ever’, the process of hitting the ball in simulation mode consists of bringing the club up just past the hitting point so that the game doesn’t assume you’re trying to hit it, holding the button at the desired point on the power meter, adjusting the the power once again when the game decides that the remote has been moved even thought it’s been held in the exact same place as before, swinging the club with right amount of force to hit the ball at the right speed, starting again when the game interprets the swing incorrectly. I’m not sure how many of the team over at DDI have ever played mini golf in real life, but the only thing they manage to simulate here is the utter frustration of having to play it in the first place. For anyone just starting up the game and jumping straight in to the arcade version of the game, the exclusion of real-life physical swinging is completely baffling, until you start up simulation mode, that is. Going by the reading on the on-screen power meter, in arcade mode the real-life golf club must be brought up to the point at which the desired amount of power lies, followed by a simple press of the B button to initiate the in-game swing.
#Wii sports golf holes full
Both feature the same courses and holes, giving the choice of full 18, front nine and back nine, but involve completely different control methods. The game is split into two parts, Arcade and Simulation.
![wii sports golf holes wii sports golf holes](https://i.ytimg.com/vi/KkNH3UwJWOY/maxresdefault.jpg)
In fact for a large portion of the game swinging the club isn’t even a requirement. The latest entry in the ‘Kidz Sports’ sub-brand, for around 25 pounds Crazy Mini Golf boasts four different courses of 18 holes each, and comes bundled with a telescopic golf club controller that cradles the Wii Remote which according to the box provides ‘the most realistic golf swing ever’.
![wii sports golf holes wii sports golf holes](https://i.ytimg.com/vi/jICMjBquvqE/maxresdefault.jpg)
#Wii sports golf holes series
It’s difficult for anyone to approach a game from a series of such notoriety with complete neutrality when previous experiences have been so incredibly dire, but going by the almost tasteful presentation box the initial impression of Crazy Mini Golf was that this could be the one to break the mould.
![wii sports golf holes wii sports golf holes](https://i.ytimg.com/vi/eI_k5XD6pe4/maxresdefault.jpg)
Imagine then, my delight upon opening Crazy Mini Golf, to see the Popcorn Arcade logo plastered all over the place. For those fortunate enough to have avoided the likes of Billy the Wizard, Myth Makers and the excellently titled – but diabolically torturous – ‘Ninjabread Man’, Popcorn Arcade is a budget range for the casual market, notorious for lacking in any sort of quality whatsoever. The continuing success of Data Design Interactive’s ‘Popcorn Arcade’ series of games, however, is the sort of terrifying phenomena equal only to Nuclear War and the Bee Gees. Granted I have an inexplicable fear of emus and Barry Manilow, but aside from that I regard myself as a fairly fearless sort of guy. There are few things in this world that really scare me.