3D Ultra Minigolf Adventures Review
Putting on the Ritz?
Version tested: Xbox 360
It's rather revealing that this latest Live Arcade excursion into the realms of casual multiplayer amusement goes by the more mundane title of "minigolf" rather than the more traditional "crazy golf".
For all its bright colours and incessant upbeat muzak, and despite mostly acceptable controls and ball physics, it's a curiously inert affair. Diverting and moderately engaging, certainly, but never reaching the levels of instantly gratifying hilarity you'd expect from a game that sees you putting away on fairground rides, in wild west towns full of dynamite or in the low gravity environs of outer space.
(And, yes, I realise that the "minigolf" name has probably been used since that's what most American gamers call this peculiar pastime... but then I'd have to think even harder about how to start the review, and where would that get us? Nowhere. So shush.)
The available options fall somewhere south of what you'd want from a full price title but nestle snugly in the niche marked "quite acceptable for an 800 point download". Only four characters to choose from, for instance, and quite a generic selection at that. Two male, two female and all brought to animated life with a stylised design in between the realistic proportions of a Tiger Woods, and the super-deformed manga look of Everybody's Golf, but with precious little in the way of personality.

Wallop your ball on this tiny planet, and watch it orbit off into space.
Thirty-six holes are on offer, across three themed zones, and at first glance that would appear to be a decent enough spread. In fact, after playing through all of them (a feat which should only take a few hours) I wasn't seized with a burning desire to revisit many of them again. In fact, there are two features of the game that, were they removed, would greatly increase the playability and longevity of the title.
First is the inclusion of unpredictable obstacles. The first you'll come across are scorpions, wandering around the holes of the cowboy-themed courses. Skittering about in a semi-random fashion, they'll also attack the ball if it comes close, shunting it across the green. Now, I'll happily accept that crazy golf, by its nature, requires a certain amount of craziness but going over par because of something you had no control over is only funny a couple of times. By your sixth, seventh, eighth game the chuckles have dried up. This problem recurs sporadically, in various forms, but always leaves you feeling that any attempt to play even a semi-serious game can be undone at any moment in the name of half-hearted zaniness.
The second irritant is perhaps even more baffling. Pretty much every hole has a hidden "trick shot", a specific item or shortcut that - when hit - drops the ball in the hole for you. Some are harder to find and hit than others but, once discovered and mastered, they render the holes in question pretty much pointless. Even after my first play through, there were at least six or seven holes that I could ace simply by memorising the best angle and power for the one shot needed to make the game do all the hard work. The gameplay thus shifts from being a test of your golfing skill, crazy or otherwise, and instead becomes a race to simply find and hit the sweet spot first. The fact that, within only a few hours of the game going live, there were people topping the leaderboards with scores of 70 under par or more suggests that this feature can only damage the game's long term appeal rather than enhance it.

You can carefully putt around this course - or just use that tree next to you for an easy hole-in-one.
To prolong your pleasure you can share your holes with friends but... wait, let me rephrase that.
There's a level editor, so you can create your own courses and include them in the line-up for online games, but it's a frustratingly clunky little side-dish. You get a paltry spread of ramps, corners and junctions to slap together in a grid, but there's no way of adding any of the wacky themed content that is so central to the game's appeal. Rather than allowing you to improve on what's already provided, your creations will always be poor cousins to the main event. It's also rather sloppy at joining up parts of different height, so this is a feature for shallow tinkering rather than dedicated design. Live Arcade's file-size limit is obviously to blame, and you could argue that a perfunctory level editor is better than none at all, but it does carry a whiff of opportunities missed all the same.
Also chipping away at the game's cheery exterior are tournaments that go on just a little too long, forcing you to play each course twice over and losing the immediacy of casual play in the process. There doesn't seem to be any coherent learning curve to the game either. Holes that are insultingly easy follow holes that are impossibly frustrating, seemingly at random. While you can pick and choose holes for online matches, in single player you can only play through them one after another - there's no practice mode .

Getting through these dodgems is nigh impossible. It's easier to go around the edge.
There's also a rather pointless array of power-ups scattered around the scenery, often hidden behind objects. Mostly geared towards hampering your opponents, they should have turned multiplayer games into a riot of foul play but, in my experience, are rarely useful. Balls that leave trails of glue or fire, or emit blasts of lightning, sound great fun but their effects are too short lived to have any tactical effect on the proceedings and rely so heavily on landing in close proximity to your opponent that it's hardly worth risking going over par to pick them up. The multiplayer games I hosted and joined, with both friends and strangers, were not full of raucous laughter and good-natured hijinks, but long silences, muttered swears and periodic grumbles about having perfect shots muffed up by some forced moment of wackiness or impenetrable quirk of physics. It's all rather dour and lifeless.
Still, despite the half-cocked implementation of some key concepts, 3D Ultra Minigolf offers decent enough putt-putt mechanics with three control set-ups to suit every player and admirably customisable multiplayer modes. It's probably worth mentioning that the presence of a "download content" option on the menu suggests that the game will be supported with additional themes and holes further down the line.
Whether you're simply after another 200 gamerpoints to ferret out or just a few hours distraction from meatier offerings, Minigolf will probably meet your expectations, though much like Assault Heroes, Wanako's previous Live Arcade offering, the overall experience tends to favour the functional over the thrilling. It's adequate amusement for the price, perhaps, but still falls short of the gut-busting potential presented by online crazy golf.
5 / 10
You may also like...
-
Dear Esther Review
-
Motorola Xoom 2 Tablet Reviews
-
Total War: Shogun 2: Fall of the Samurai gameplay
-
Happy Action Theater Review
-
Infinity Blade's Chair: "we're in the golden age of gaming"
-
PlayStation Vita trailer launches new Sony campaign
-
Project Draco's final name is Crimson Dragon
-
ModNation Racers: Road Trip Review
-
Resistance: Burning Skies PS Vita release date
-
Wii RPG Pandora's Tower release date
-
Why Devs Owe You Nothing
-
Sony explains PlayStation Vita game price strategy
-
Latest SSX footage shows off Moby
-
Rockstar mulling LA Noire 2 development
-
Sony confirms PS Vita 1st Party digital only game prices
-
The Witcher 2: Enhanced Edition Xbox 360 trailer
-
3DS Ambassador Super Mario Bros. game updated
-
Face-Off: Final Fantasy 13-2
-
DICE working on multiple Battlefield 3 fixes
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Who Killed Rare?
-
Mojang: no plans for Minecraft on Vita
-
Halo 4 Master Chief action figure flaunts new suit design
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Uncharted: Golden Abyss trailer readies for launch









Comments (31) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
That's stopped me buying the game right there. Terrible idea.
Comment below viewing threshold Show
Comment below viewing threshold Show
where to go to why don't you go
where fashion sits...
MMMRRRRWWWRRAAAAAHHHRRRAAAAAAWWWWW!!!
Comment below viewing threshold Show
You'll be surprised with all the sad bastards out there.
And the Xbox 360 has an abnormally high attach rate... hmmm....
Comment below viewing threshold Show
That's stopped me buying the game right there. Terrible idea."
Of course you could ignore the route(s) that take you directly to the hole and play them as if said routes didnt exist.
"The fact that, within only a few hours of the game going live, there were people topping the leaderboards with scores of 70 under par or more..."
Suggests that people quickly realised if you quit a hole because you dont get a hole in one, you can restart it and keep playing it until you do ! Again, you do have a choice !.
(How do I get the italics !)
Comment below viewing threshold Show
But isn't that, like, the point of minigolf? Every seaside minigolf course is just a simple strip of green with some hills in it and the idea is to use skill and geometry to get the ball in the hole in one shot. Admittedly some of these holes do take the piss a bit and are very easy to get holes in one, but i'm not sure why people were expecting some marvel of amazing new gameplay out of this...it's just minigolf just like pacman was just pacman.
Comment below viewing threshold Show
Personally I think they should allow us to rank our greatest achievements and display them on dashboard and profile somewhere.
Comment below viewing threshold Show
Another crap XBLA game. you would think things would be improving. The cert process should also weed out duds as well as the other hoops games have to jump through.
Comment below viewing threshold Show
/has got back into golf recently
Comment below viewing threshold Show
Comment below viewing threshold Show
So, which is the best version of Tiger Woods?
Probably the wii version, unless your a traditionalist...
Comment below viewing threshold Show
Comment below viewing threshold Show
I thought this was poor. Gaming time is precious, why waste it?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Still - it's better than another crappy port of an arcade game nobody ever played.
Comment below viewing threshold Show
Comment below viewing threshold Show
Um, isn't that just because that is what yanks call it?
Comment below viewing threshold Show
Comment below viewing threshold Show
[smaller than]i[bigger than] text [smaller than]/i[bigger than]
Comment below viewing threshold Show
Can't complain 'though - tried the demo, played the demo, deleted the demo.
No harm, no foul...........
Comment below viewing threshold Show
http://ww w.i-mockery.com/minimocks/ninja...
Comment below viewing threshold Show
But this is primarily a multiplayer game. You'll lose consistently if you don't use them. You could always agree with your opponent to not use the shortcuts, but then why have them in the game?
But isn't that, like, the point of minigolf? Every seaside minigolf course is just a simple strip of green with some hills in it and the idea is to use skill and geometry to get the ball in the hole in one shot.
But these shortcuts often don't even require that much skill and geometry, just that you find the magic spot that does the hard work for you.
i'm not sure why people were expecting some marvel of amazing new gameplay out of this...it's just minigolf just like pacman was just pacman.
I didn't say anything about amazing new gameplay. I was just hoping for a crazy golf game that was, you know, actually fun.
Comment below viewing threshold Show
How did they cock it up?
Comment below viewing threshold Show
Schoolboy error there methinks...
Comment below viewing threshold Show
Comment below viewing threshold Show
Well as you said agreeing to NOT use them sounds like a plan. As for why have them in the game.. there are going to be times when you dont mind using them. some of them are way harder to hit than others. And often the penalty for missing one can put you in a really bad position.