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Sim Golf

Score: 75%
ESRB: Everyone
Publisher: EA Games
Developer: EA Games
Media: CD/1
Players: 1
Genre: Simulation

Graphics & Sound:

Think of Sim City without tall buildings, and you've essentially got Sim Golf. Graphical elements include everything you'd typically find on an afternoon golf outing, from the people to the buildings, the fairways to the greens, and the many different pieces that make up each hole. Although the graphics are decent, you are unfortunately restricted to only one screen resolution (640x480), so improving the crispness is out of the question, even if you have a high-end computer. The other thing is that even when you place elements like fairways in a diagonal pattern, it is still blocky and doesn't look as smooth as it should. On the plus side, some of the elements that you can place on your course will change depending on which type of terrain you're building on.

Sim Golf's sound is best described as being on the underside of the low. Just as in Sim City, sound fx are limited to small snippets of what I would call background noise. Even though your golfing patrons 'talk,' it's all in the form of text. This is nice from the standpoint that you can then go back and look at what they have said about your course. But it would have been equally nice to actually hear them speak out loud, or even murmur as the people do in The Sims.


Gameplay:

Despite its name, Sim Golf is not a golfing simulation. Sim Golf does have a very passive style of playing golf, but it's as basic as it gets, so don't expect another great sporting experience from the people at Electronic Arts. If you're looking for a true golfing experience, you'll want to look elsewhere. However, for those of you who love the Sim family of games or who have always wanted to build/run your own golf course, take a step into my office and let's talk about the other four-letter word... GOLF.

Sim Golf has got three basic elements to it. The first and foremost is obvious. In order to run a golf course, remember this: 'If you build it, they will come.' Starting with a set amount of money, you must develop your course hole-by-hole into a great country club using tools that will create everything you could think of on a real course. The important thing to remember here is that you will need to create your course with both the amateur golfer and the professional in mind. Do this, and customers will praise your efforts. Fail, and your memberships will drop faster than a birdie on a par 5.

Once you build your championship course, as well as during the development phase, you will need to buck up and become the manager. Here it's up to you to hire employees to help run your course, and to keep patrons happy. Of course, in your off time, you can also take the liberty of playing a practice round or taking on another pro. And if your course is worthy of the SGA (Sim Golf Association), you will also be offered to host tournaments.

The third and final main element to Sim Golf is exporting your finished course and club pro. When you feel as though it's time to tackle a new landscape for another course, you have the option of saving your current course for championship play. But once you enter a new terrain, you can never get back to your original design again, so saving is a must if you think you'll want to play the course later on. In the same respect, when you go to play courses outside of the design part of the game, you will want to save (export) your club pro because otherwise you won't have the increase in attributes available that you earned during your design process.


Difficulty:

There are four levels of difficulty in Sim Golf: Easy, Moderate, Difficult, and Impossible. Essentially, the differences between the four are that as you move from an amateur to professional, your patron golfers will become pickier about every element on the course. In Moderate, your golfers may not like that steep slope you put in front of your green, but will put up with it. However, up the difficulty and you may find your customers walking off without finishing their round. Big deal, you say? Well, it is considering you get paid greens fees not at the beginning of the round, but instead after each hole. The good news is that these fees are so ridiculous that you shouldn't have any major problems keeping a steady income, allowing you to continuously improve your resort.

Game Mechanics:

Sim Golf is the simplest of simple when it comes to jumping right into the action. The keyboard and mouse controls are very basic, and pretty straightforward. All tools for designing your country club are at your fingertips, and ready to be implemented without ever having to open the instruction booklet. And after you get into the action, you'll soon learn how to read the different resources available that will let you know how you are performing and what you can do to improve.

Then, when you're done with a hard day's work, hit the links and challenge another pro with the option to play your created courses. If you think the design portion is simple, then the actual golfing could be done with your eyes closed. Since the game is played with an overhead perspective, all you have to worry about is ball placement, and nothing else. Select the type of shot, but don't worry about power or club selection. This simplicity is perfect for the passive gamer that is just looking for entertaining and addictive gameplay. Unfortunately, Sim Golf just doesn't seem to have the pizzazz that the Sim City series has had. Hopefully next year's game will implement a bit more into the gameplay and update the system with crisper, more lush (and non-square) graphics.


-Woody, GameVortex Communications
AKA Shane Wodele

Minimum System Requirements:



300MHz Intel Pentium II or AMD K6-2 processor; Windows XP/ME/2000/98/95 (Windows NT is not supported); 64MB RAM; 4x CD/DVD-ROM drive; 300MB free Hard Drive space plus space for saved games, Windows swap-file, and DirectX 8.0; 8MB video card with DirectX8.0 compatible driver; DirectX8.0 compatible Sound Card; Keyboard; Mouse
 

Test System:



Pentium II 400MHz CPU; Windows 98 SE; 256MB 100MHz SDRAM; Creative's 3D Blaster Annihilator 2 32MB 3D-Accellerator AGP Video Card (nVIDIA geForce 2 chipset); Ensoniq AudioPCI sound card; DirectX 8.0a; using Hewlett Packard CD-Writer Plus 9100 (reads 32x, writes 8x, rewrites 4x) as main CD-ROM; 1 gameport; 2 USB ports; ThrustMaster FireStorm Dual Power Gamepad (USB connection); 56k modem

Windows Screamer 4x4 Windows Syberia

 
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