Mario Golf: Super Rush is a Nintendo Switch title where you'll master the greens and conquer every challenge across various courses. Moment-to-moment gameplay involves strategic shot-making, character abilities, and navigating the unique demands of each fairway, all while aiming for victory.
This guide dives deep into the game, equipping you with essential strategies for every course and character. We cover everything from basic controls to unlocking secret content, ensuring you can claim victory on the fairway and achieve the highest accolades.
Character Stat information and how to grind Character points
Learn about Power, Stamina, Speed, Control, and Spin stats in Mario Golf: Super Rush. Discover how to grind Character Points for Star and Super Star clubs.
This section explains the importance of individual character stats in Mario Golf: Super Rush and how they affect gameplay. It also details how to obtain Star and Super Star club sets for each playable character by earning Character Points.
Character Stats and Their Effects:
All stats are important but do not solely decide a match, as characters are balanced with strengths and weaknesses. The five major stats are:
- Power: Affects the distance the ball travels, primarily with the Driver but influencing all clubs.
- Stamina: Determines how far a character can run or super dash, and decreases when hit by a hazard.
- Speed: Dictates how fast a character runs and performs super dashes.
- Control: Influences accuracy on high-powered shots. A higher stat reduces the risky zone on the power gauge, making max power shots easier.
- Spin: Allows for curving shots after setting power to avoid obstacles or position the ball. A higher stat provides more options to curve the shot throughout its trajectory.
In standard golf with no movement, Speed and Stamina are less clutch, emphasizing Power, Control, and Spin. However, the impact of high Power can vary, and Control can be compensated for with proper aiming and wind consideration. Spin is generally for advanced players seeking optimal plays.
In Speed Golf, all stats are important, and players should take advantage of each character's special shot strategically. Speed and Stamina can be managed with good judgment and planning.
Star Clubs and Super Star Clubs:
These are enhanced club sets that specialize characters by significantly improving their strong stats and decreasing their weakest ones. Speed and Stamina are unaffected. To unlock these, characters need 1000 Character Points for Star clubs and 3000 for Super Star clubs.
Earning Character Points:
- Collect coins in Speed Golf: 3 points
- Play a hole of golf: 10 points
- Get a Birdie: 10 points
- Get an Eagle: 20 points
- Get an Albatross: 50 points
- Get a Hole in One: 100 points
How to Grind Character Points:
The most straightforward, albeit tedious, method is to repeatedly start and restart standard golf rounds. Each hole started grants 10 points, taking less than 10 seconds per restart. Playing 300 restarts with 4 human players (alternating controllers) is an effective, though boring, way to accumulate points.
A faster, but more difficult, method involves repeatedly achieving a Hole in One on a specific course. To do this:
- Select Standard Golf.
- Choose any character(s).
- Select the Rookie course.
- Start at Hole 3.
- Set Wind to Light.
- If the wind is blowing North, proceed to attempt a Hole in One. Otherwise, exit and restart the match.
Full Course Guide (For all modes outside adventure)
Get guidance for every hole and course in Mario Golf: Super Rush outside of adventure mode, including Bowser Highlands.
This section offers guidance for every hole and every course in Mario Golf: Super Rush, applicable to all modes outside of adventure mode. Keep in mind that certain information is unique to these non-adventure modes, such as those found in Bowser Highlands. The author completed most of these sections using one or two different characters, so your experiences may vary. Some holes are considered simple and will have minimal information provided.
- Information is provided for every hole and course outside of adventure mode.
- Specific details relevant to modes like Bowser Highlands are included.
- Guidance may vary based on the character you use.
- Expect less detailed information for very simple holes.
Game modes explanations
Learn about Solo Play, Play Golf (Standard, Speed, Battle), and Online modes in Mario Golf: Super Rush. Includes rules for Star and Super Star characters.
Solo Play
This mode is designed for single-player practice to hone your skills. It includes two main types: Score Attack and Time Attack, where you aim to beat a full 18-hole course and record your score and time.
Play Golf
This is the primary mode for playing against friends, the computer, or alone, featuring various modes and customizable rule sets. You can select any unlocked courses (all courses are unlocked by completing adventure mode). When selecting a course, you can customize the number of holes, starting hole, wind strength, whether to allow special shots, and Tee locations.
Standard Golf
You can choose between two types: Stroke Play and Point Play.
- Stroke Play: Players are scored based on their individual scores for each hole, with the lowest total score winning.
- Point Play: The winner is determined by who wins the most holes out of the total 18.
This mode is essentially normal golf.
Speed Golf
In Speed Golf, after hitting the ball, you must chase after it. You can use super dash to knock over enemies or their balls, or use special shots to gain an advantage. While time is the primary factor, every stroke costs 30 seconds, so finishing at or below par is still beneficial.
There are two types of Speed Golf:
- High Score: The player with the lowest total time gets 4 points, the next gets 3, and so on. The winner is the one with the highest score after 18 holes.
- Best Time: The player with the fastest total time wins.
In Speed Golf, Star characters cannot use clubs above 3W, and Super Star characters cannot use clubs above 5W.
Battle Golf
This unique mode uses two specialized arena courses, not the normal ones. The objective is to be the first to capture any 3 holes out of a total of 9. The arenas contain hazards and monster obstacles, and you can interfere with opponents. One course features bombs that can be thrown at opponents. Rush events occur every minute (if active) and introduce various effects and hazards.
Similar to Speed Golf, Star characters cannot use clubs above 3W, and Super Star characters cannot use clubs above 5W.
Online
This mode allows you to play with others online, featuring all the same options as the other modes.
Bonny Greens
Navigate Bonny Greens in Mario Golf: Super Rush. Learn about each hole's par, strategy, and tips for achieving birdie or eagle.
- 1Hole 1: A simple, straight Par 4. Aim for two shots to the green, then one putt for par or birdie.
- 2Hole 2: A standard Par 3 where reaching the green or hole in one shot is possible.
- 3Hole 3: A long Par 5. Reaching the green in two shots is difficult without high power characters and star or super star stats. Reaching the green is straightforward, with no special tricks to speed up play.
- 4Hole 4: A straight Par 4.
- 5Hole 5: A nearly straight Par 4.
- 6Hole 6: A Par 3 where reaching the green or hole in one shot is feasible.
- 7Hole 7: A Par 4, nearly identical to Hole 5 but mirrored.
- 8Hole 8: A straight Par 4 with no unique challenges compared to previous holes.
- 9Hole 9: A zig-zagging Par 5. Reaching the green in under three shots typically requires a high-stat Mii character or a high-power character with star or super star clubs.
- 10Hole 10: A Par 4. Use a full-power first shot to gain distance, aiming for the green on the second shot. Apply top and back spin as needed. Putt for birdie or aim for par on the third shot. Be mindful of opponents' gimmicks.
- 11Hole 11: A Par 4 with a sharper curve than Hole 10. Employ similar strategies, aiming for birdie or par.
- 12Hole 12: A curved Par 5. The normal path takes three shots to reach the green. Aiming north with full power on the first shot, followed by a special shot or a star/super star character's normal drive on the second, can reach the green in two shots for an eagle opportunity.
- 13Hole 13: A nearly straight Par 4 with a slight curve. Max power on the first shot, use back spin on the second to reach the green, then putt for birdie or par.
- 14Hole 14: A straight Par 3. Easily reach the green on the first shot, using back spin or super back spin, then putt for birdie or par.
- 15Hole 15: A Par 4 with bunkers surrounding the green. Be cautious to avoid them while approaching the green. Par or birdie is still achievable.
- 16Hole 16: Similar to Hole 14, but with upward slopes on the green that make putting more challenging. Use sufficient speed and accurate aiming.
- 17Hole 17: A Par 4 with a sharp turn. Aim for birdie in three shots: max power first, second shot to the green, and a putt for the hole. Par is still possible if the birdie putt is missed.
- 18Hole 18: A Par 5. Without a star character or higher, aim for the green in three shots. Two shots are barely possible with higher power characters. Par or birdie is generally achievable, with eagle possible for star characters or higher.
- Hole positions on the green vary randomly for all holes going forward.
- For Speed Golf, obstacles like sheep and inclines are minimal.
- Consider using characters with high power and star or super star stats on Par 5 holes like 3 and 9 for a chance at reaching the green in fewer shots.
- On Hole 10, remember to apply top and back spin as needed.
- Be aware of opponents and their gimmicks, especially on Hole 10.
- On Hole 12, a specific aiming strategy can allow reaching the green in two shots for an eagle.
- On Hole 14, use back spin or super back spin to land on the green.
- On Hole 15, be cautious of the bunkers surrounding the green.
- On Hole 16, adjust putt speed and aim to account for upward slopes on the green.
- On Hole 17, a three-shot strategy for birdie is reliable.
- On Hole 18, higher power characters have a slight advantage in reaching the green in two shots, but three shots are standard for most.
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