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| Issue 71 - March 23, 2000
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Review
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| Cybertiger Woods Golf page 2 of 2 |
| N64 |
A percentage indicator gives you some idea of how far the ball is going to travel, although calculating 120 per cent of 263 yards or 65 per cent of 114 yards is asking a little too much of most gamers (well, us anyway). This means you rarely know how long your shot is going to be, especially when you take into account all the power-ups and weird happenings on the course. This is a major flaw in a game that's traditionally all about precision. Putting is unnecessarily random too, thanks to a direction arrow that stays fixed to the green, no matter which way you turn. Stick with it though, and you'll find a reasonably competent golf game under all the quirkiness.
The courses are nicely designed, if bland to look at. They're actually designed as one giant open area rather than 18 separate holes, so it's possible to hit your ball onto the wrong fairway if you're deliberately useless - a nice touch. Also, as long as the distance to the hole matches the maximum distance of one of your clubs (and assuming you've got the thumb control to hit 100 per cent most of the time), you shouldn't have too much trouble hacking your way around in par or better. There's also a two-player battle mode, in which the golfers stand on various explosive objects and take pot-shots at each other. Indeed.
Cybertiger isn't the best golf game on the N64. It isn't even the second best, since EPGA has the 'serious' golf market sewn up, but it's hard not to like it just a little bit. Check it out if Mario Golf isn't your thing.
You can find more screenshots on the Future Gamer Website...
| FG verdict |
| Mad, bad and dangerous to know. An uncompromisingly odd golf game with a dodgy control system and its fair share of laughs. |
75% |
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