Super Luigi Bros

Mario Golf: Advance Tour (Game Boy Advance)

Mario Golf: Advance Tour box art
Game Boy Advance20047th Mario GolfRole-Playing GolfGameCube LinkNeil & Ella8 Mario Chars + 8 Human CharsCamelot

Mario Golf: Advance Tour

The seventh installment of the Mario Golf series and the second portable Mario Golf (following Mario Golf for Game Boy Color). Developed by Camelot Software Planning and published by Nintendo, it released in Japan on 22 April 2004, North America on 22 June 2004, and Europe on 17 September 2004 (no Australian release). Marketed as “Role-Playing Golf,” the game blends Camelot’s signature golf engine with deep RPG progression: choose Neil or Ella as your protagonist, train at the Marion Clubhouse, and climb tournament rankings to surpass the greatest golfer of all — Mario himself. Eight Mario characters (four unlockable), eight new human golfers, five tourney courses, full GameCube connectivity with Mario Golf: Toadstool Tour via GBA-GCN cable, and Wireless Adapter support. The handheld counterpart to Toadstool Tour and the first Mario Golf with a deep, story-driven single-player adventure.
Developer:Camelot Software Planning
Publisher:Nintendo
Platform:Game Boy Advance
Series Entry:7th Mario Golf (2nd portable)
Japan:22 April 2004
N.America:22 June 2004
Europe:17 September 2004
Australia:Not released
Players:1–4 (Wireless Adapter / Link Cable)
Genre:Golf / RPG hybrid
Protagonists:Neil or Ella (rename-able)
Mario Chars:8 (4 unlockable) + Star variants
Human Chars:Putts, Joe, Grace, Sherry, Tiny, Azalea, Gene, Kid
Courses:5 tourney + Elf’s Short Course
Game Modes:Story + 10 Quick Play modes
GCN Link:Transfer Neil/Ella to Toadstool Tour
Re-release:Wii U Virtual Console (2014)

Overview

The human golfer characters

Mario Golf: Advance Tour is the seventh installment of the Mario Golf series and the second portable Mario Golf, following Mario Golf for Game Boy Color. Developed by Mario Golf series mainstay Camelot Software Planning and published by Nintendo, it released April 2004 in Japan, June 2004 in North America, and September 2004 in Europe. Australia did not receive a release.

The game is the handheld counterpart of Mario Golf: Toadstool Tour (GameCube, 2003) — with Camelot using a similar gameplay and visual style but layering a deep RPG-style story mode on top, leading to the marketing slogan “Role-Playing Golf.”

The GameCube Connectivity FeatureMario Golf: Advance Tour was one of the most ambitious GBA-GameCube link projects of the era. Using the GBA-to-GameCube Link Cable, players could transfer Neil or Ella from Advance Tour into Mario Golf: Toadstool Tour on the GameCube. This feature was repeatedly cited as the differentiator that elevated Advance Tour above its handheld peers — and a key reason critics felt Mario Tennis: Power Tour (released without its planned Power Tennis connectivity) was a missed opportunity.

The game features 8 Mario series characters (4 of which must be unlocked), 8 brand-new human characters Camelot created specifically for the game, and Star variants of the Mario characters that can be unlocked by defeating them in challenges. Wireless Adapter support enables multiplayer up to 4 players. Re-released on Wii U Virtual Console in 2014.

The Story

Meeting Bud and Pro at the Marion Clubhouse

The story of Mario Golf: Advance Tour follows an aspirational journey rooted in classic sports anime tropes — four young pupils trying to surpass their incapacitated mentor and, eventually, the greatest golfer of all.

The story begins with Neil, Ella, Buzz, and Helen arriving at the Marion Clubhouse to improve their golf skills, which they’ve been practicing as pupils of Kid — a champion golfer who got injured and could no longer play golf. The player plays as either Neil or Ella, with whichever character not chosen becoming the player’s doubles partner, and enters golfing tournaments to surpass the greatest golfer, Mario.

The Setup

Four young golfers — Neil, Ella, Buzz, and Helen — arrive together at the Marion Clubhouse to continue training under their absent mentor, Kid, a former champion golfer whose injury has forced him to retire from active play. Kid sends his proteges to Marion to develop their skills on a real tour circuit.

The Player’s Path

The player chooses either Neil or Ella as their protagonist. The other character becomes the player’s doubles partner throughout the story. Names can be renamed up to a 5-character limit.

The Tournament Climb

From the Marion Clubhouse, the player progresses through a series of golf tournaments at increasingly difficult courses (Marion → Palms → Dunes → Links → Mushroom Tourney). Each tournament victory unlocks the next course and brings the player closer to the ultimate goal: surpassing Mario himself, the legendary best golfer in the Mushroom Kingdom.

Side Stories

Along the way, the player encounters supporting characters such as Bud, Pro, Mushbert, and Grammie (who hosts the rundown Coo-Coo Course), each with their own micro-quests. Elf’s Short Course adds a Par 3 challenge gauntlet; Elf’s Challenge unlocks the 18-hole version of this nine-hole course.

Gameplay

Palms course with Mario

Mario Golf: Advance Tour blends real golf simulation with arcade Mario flair and a full RPG progression system. The result is one of the deepest sports-RPG hybrids on the Game Boy Advance.

The Core Golf Loop

  • Address the ball — select your club, position, and aiming line
  • Power timing — press to start the power meter, again to stop at the right point
  • Impact timing — a third press for the “sweet spot” impact bonus
  • Spin control — set top-spin or back-spin during the swing
  • Wind compensation — read the wind indicator and adjust aim/club selection
  • Putting — grid overlay shows the green’s slope; choose strength and direction

The RPG Layer

  • EXP accumulation — every round earns the player EXP based on performance
  • Level up — reach 99 as the maximum level (a Camelot-tradition cap)
  • Stat allocation — on level-up, increase shot Distance, Impact, Control, or Spin; also adjust trajectory (straighter, lower, higher)
  • Club Shop & Caddie Master — in-game shops where the player upgrades equipment
  • Side challenges — minigames, time trials, putting practice, all reward EXP and items
  • Taunt & Support Editor — customize what your character says during play and to your doubles partner

Lucky Country Club Slots

Lucky Country Club Slots
Lucky Country Club Slots — a minigame where players bet shots on slot-machine outcomes
Club Shop
The Club Shop — buy upgraded clubs as you progress

Controls

Mario Golf: Advance Tour’s controls are intuitive on the GBA layout.

Field / Walking Controls

Input Action
D-Pad Move character around the clubhouse and overworld
A Talk to NPCs / interact with objects
B Cancel / back out
L / R Cycle through menus / sub-menus
Start Open the main menu / status screen

Golf Controls

Input Action
D-Pad Left/Right Aim left or right
D-Pad Up/Down Change club (Driver, 3-Wood, irons, wedges, putter)
A button (1st press) Start power meter
A button (2nd press) Set power level
A button (3rd press) Strike the ball with impact timing
L / R Top-spin / Back-spin during the swing
B Cancel shot or change shot type
Select View course map / approach view

Neil & Ella

Mario Golf: Advance Tour’s protagonists are Neil and Ella — two beginner golfers who attend the Marion Clubhouse as pupils of the injured champion Kid. The player picks one as their main character; the other becomes their doubles partner. Names can be customized to a 5-character limit.

Neil
NeilMale protagonist — Draw trajectory
Ella
EllaFemale protagonist — Straight trajectory
Neil and Ella
TogetherDoubles partners regardless of pick

Starting Statistics

Character Drive Trajectory Height Impact Control Spin
Neil 205 yards +2 (Draw) -1 +4 +4 -3
Ella 200 yards ±0 (Straight) +3 +5 +6 0

Leveling Up

  • Max level: 99 (Camelot tradition)
  • EXP earned from tournament play, side challenges, and training
  • On level-up, choose to increase: shot distance, impact, control, or spin
  • Also adjust trajectory: straighter, lower, or higher
  • The choices stack — by level 99, a player has dramatically reshaped their character to their playstyle

Buddies: Buzz and Helen

Neil and Ella are joined at the Marion Clubhouse by their fellow pupils Buzz and Helen. These two appear throughout the story as supporting characters, rivals in some matches, and partners in others.

Buzz
BuzzFellow pupil of Kid
Helen
HelenFellow pupil of Kid
Kid
KidThe injured mentor

Mario Series Cast (8 + Star Variants)

Mario Golf: Advance Tour features 8 Mario series characters. 4 are unlockable and obtained through Story-mode progression and challenges. Each plays with distinct shot characteristics, with their playstyles mirroring (but not exactly matching) Mario Golf: Toadstool Tour.

Mario
MarioStraight, heavy power drive
Peach
Princess PeachStraight, low-height drive
Yoshi
YoshiRounded all-around player
Donkey Kong
Donkey KongPower, heavy fade, no control
Bowser
BowserPowerful drive, super spin
Waluigi
WaluigiGreat spin and impact

Playstyle Summary

Character Playstyle Highlights
Mario Straight, heavy power drive — the default balanced powerhouse
Luigi Great control, almost no impact — precision-focused
Peach Straight, low-height drive — reliable but limited reach
Yoshi All-around character — well-rounded for beginners
Donkey Kong Power player with heavy fade and no control — raw distance
Wario Great power shots and high impact
Waluigi Great spin and impact — a technician’s power player
Bowser Powerful drive and super spin — highest brute force
Star VariantsAll 8 Mario characters have Star variants with upgraded stats. Star characters can be unlocked by defeating each character in their respective challenge in story mode — or by transferring data with Mario Golf: Toadstool Tour via GBA-GCN link cable. Star variants are essential for high-level competitive play.

Mario Golf Human Cast (8)

Mario Golf: Advance Tour features 8 brand-new human characters from the wider Mario Golf series — each with their own playstyle and personality. These golfers are exclusive to Camelot’s Mario Golf games, having debuted (mostly) in the Game Boy Color predecessor or Toadstool Tour.

Putts
PuttsGreat control + impressive putts
Joe
JoeNormal drive + great control
Grace
GraceLow height, no spin, great control
Sherry
SherryHeight & control — great for windy holes
Tiny
TinyHeavy drive + tall shots
Azalea
AzaleaOverall control + counter spin
Gene
GeneBad control but good spin
Kid
KidGood spin + average height

Character Roles

  • Putts — the steady veteran; great putting and short-game
  • Joe — a normal-drive everyman with refined control
  • Grace — low-height specialist; no spin needed when your control is this clean
  • Sherry — the wind-master; her height-and-control combo shines on windy holes
  • Tiny — a heavy hitter who launches tall shots; deceptive name for a power player
  • Azalea — the technical player; good control with strong counter-spin
  • Gene — a high-risk, high-reward player; poor control but exceptional spin
  • Kid — the mentor, now playable; good spin and average height

These 8 human golfers add tremendous variety to the cast and force players to learn truly different swing strategies. They’re a beloved set of characters in the Mario Golf community.

The Courses

Mario Golf: Advance Tour has 5 main 18-hole tourney courses plus the unique Elf’s Short Course (a Par 3 challenge) and Coo-Coo Course (a single Par 5 hole). Each main course is unlocked progressively through Story mode by completing its associated tourney.

Marion Course

Marion Course

Used in the Marion Tourney — Unlocked by default

The easy-going green field course that opens the game. Almost no wind, gently rolling fairways, and forgiving putts. Perfect introduction to the golf engine and the first tournament course every story player will face. The Marion Clubhouse — the game’s central hub — sits adjacent.

Palms Course

Palms Course

Used in the Palms Tourney — Unlocked by default

A tropical palm-lined course with subtle elevation changes. Wider fairways than Marion but more bunkers in landing zones. The first true test of shot placement.

Dunes Course

Dunes Course

Used in the Dunes Tourney — Unlocked by default

A coastal links-style course built on sandy dunes. Wind becomes a major factor here. Bunkers everywhere, and the rough is brutal. The course where serious player will start needing Sherry-class wind expertise.

Links Course

Links Course

Used in the Links Tourney — Unlocked by default

A classic Scottish-style links course — wind-swept, tight, full of pot bunkers and hidden gorse. The most demanding of the four starter courses, with razor-thin fairways punishing any errant drive.

Mushroom Course

Mushroom Course

Used in the Mushroom Tourney — Unlocked: Beat the Mushroom Tourney

The signature Mushroom Kingdom-themed course — mushroom-shaped trees, Warp Pipes as obstacles, Goombas and Boos lurking in the rough. The most playful course in the game and a worthy late-game unlock.

Elf’s Short Course

Elf’s Short Course

Par 3 only — Unlocked: Complete Elf’s Challenge

A short, all-Par-3 course with 9 holes by default. Complete Elf’s Challenge in story mode to unlock the 18-hole version. Pure short-game training — the ultimate proving ground for precise iron play and approach shots.

The Coo-Coo CourseA unique single Par 5 hole hosted by Grammie, an elderly NPC who challenges the player to beat her at her run-down course. The Coo-Coo Course is not available in Quick Play — it’s exclusively a story-mode challenge. A quirky design choice that gives Grammie her own dedicated cameo.

Star Course Variants

Each of the 5 tourney courses has a Star version — an upgraded difficulty variant. Star versions of individual holes are unlocked through specific story challenges or by linking with Mario Golf: Toadstool Tour. If a Star hole hasn’t been unlocked, that hole reverts to its regular version when playing a Star course in Quick Play.

Game Modes (Story + 10 Quick Play)

Mario Golf: Advance Tour features Story Mode as the main single-player experience, plus a robust 10-mode Quick Play selection for varied gameplay sessions.

Story Mode

Story

The main RPG-style campaign. Play as Neil or Ella, train at the Marion Clubhouse, compete in tournaments at progressively harder courses (Marion → Palms → Dunes → Links → Mushroom), and surpass Mario. EXP, level-ups, club upgrades, and side challenges fill out the experience.

Quick Play Modes (10 Total)

1. Stroke Play

A standard round of golf. Settings include course, tee selection, number of holes, and green choice. The fundamental Quick Play mode.

2. Character Match

Compete against a selected character in Match Play rules. Win individual holes rather than counting total strokes — a much faster format.

3. Doubles

Pick a doubles partner and play Stroke Play, Character Match, 4 Slots, 3 Slots, or Skins Match. The deepest Quick Play mode with the most variants.

4. Speed Golf

Race to complete a set number of holes as fast as possible. A time-pressure mode unique among Mario Golf series entries.

5. Club Slots

Play with random clubs determined by slot-machine spins. Adds chaos to the strategic golf base.

6. Go-Go Gates

Hit balls through floating gates on the course in a time-attack format.

7. Near Pin

Compete to land your shot closest to the pin from a set distance. Pure approach-shot training.

8. Training

Practice mode with no penalties. Hone driving, approach, or putting freely.

9. Star Tournament

A competitive tournament using Star variants of the courses. The endgame challenge.

10. Doubles Star Tournament

A doubles version of the Star Tournament. The toughest co-op endgame content.

Multiplayer Mode

Mario Golf: Advance Tour supports up to 4 players via Game Boy Advance Wireless Adapter or Game Link Cable. Multiplayer modes include Stroke Play, Match Play, and Doubles. This was one of the few GBA games to support the Wireless Adapter at launch.

Records, Options & Glossary

  • Records — stat tracking for every course, tournament, and character
  • Taunt & Support Editor — customize what your character says in-match and what they say to/from their doubles partner
  • Exchange Clubs — trade unlocked clubs with friends via link
  • Music — select the playback theme for tournament play
  • Data Backup — save data management
  • Glossary — in-game encyclopedia explaining golf terms, characters, and game systems

GameCube Connectivity

GameCube connectivity icon

Mario Golf: Advance Tour’s flagship feature is its full GameCube connectivity with Mario Golf: Toadstool Tour. Using the GBA-to-GameCube Link Cable, players can transfer their progress and characters between the two games — a feature widely cited as the defining innovation of the Advance Tour / Toadstool Tour duo.

What Transfers Where

  • Neil and Ella transfer to Toadstool Tour — your protagonist (with all their level-99 stats and customizations) becomes playable in the GameCube game
  • Star variants of Mario characters unlock in Advance Tour through Toadstool Tour link sessions
  • Star hole variants for the 5 tourney courses are unlocked through linking
  • Bonus tournaments in both games become accessible
  • Special characters from Toadstool Tour appear in Advance Tour after linking

How the Link Works

  • Plug the GBA-to-GameCube Link Cable into a GameCube controller port
  • Connect a GBA running Advance Tour to the other end
  • Boot Toadstool Tour on the GCN; navigate to the link menu
  • Initiate the data transfer — a connectivity ceremony with both screens active
The Differentiator Mario Tennis Power Tour LackedThe Advance Tour / Toadstool Tour link was repeatedly cited by reviewers as the killer feature that made the pair more than the sum of their parts. Mario Tennis: Power Tour was developed in parallel with explicit plans to link with Mario Power Tennis, but the feature was famously cut from the final release. This left Power Tour critics complaining that Advance Tour’s connectivity made it the more polished portable Camelot title of the era.

Wireless Adapter Compatibility

Beyond the GameCube link, Mario Golf: Advance Tour is one of the few GBA games to fully support the Game Boy Advance Wireless Adapter for multiplayer. Players can hold 4-player wireless sessions without Game Link Cables — a feature ahead of its time on the platform.

Promotion & Videos

Four contemporary promotional videos document Mario Golf: Advance Tour’s 2004 launch and the 2014 Wii U Virtual Console re-release.

Intro / Opening Sequence — the in-game opening cinematic featuring Neil, Ella, Buzz, and Helen
English TV Commercial — the 2004 GBA launch advert
Japanese Trailer — the Japan-market promotional video
Wii U Virtual Console Trailer — the 2014 re-release announcement

Print Advertising

North American print ad
North American print ad
French print ad
French print ad
Brazilian print ad
Brazilian print ad

Wii U Virtual Console

Wii U Virtual Console icon
Wii U Virtual Console release icon — 2014 re-release

Development Staff

Mario Golf: Advance Tour was developed by Camelot Software Planning — the long-time Mario Golf and Mario Tennis developer responsible for every Camelot-era sports title from the N64 onwards — and published by Nintendo.

  • Developer: Camelot Software Planning
  • Publisher: Nintendo
  • Producer: Hiroyuki Takahashi
  • Director: Shugo Takahashi
  • Platform: Game Boy Advance
  • Genre: Sports (golf) / RPG hybrid
  • Series Entry: 7th main Mario Golf (2nd portable)
  • Predecessor: Mario Golf: Toadstool Tour (GameCube, 2003)
  • Handheld Predecessor: Mario Golf (Game Boy Color, 1999)
  • Successor: Mario Golf: World Tour (Nintendo 3DS, 2014)

The Takahashi brothers (Hiroyuki and Shugo) are Camelot’s co-founders. Mario Golf: Advance Tour is widely considered one of their finest portable works, alongside their other handheld masterpiece Mario Tennis: Power Tour.

Reception & Legacy

Mario Golf: Advance Tour received generally positive reviews and is widely regarded as one of the best portable golf games of its era. Critics praised the RPG progression, the strong character roster, and the GameCube connectivity.

What Critics Praised

  • The RPG-style story mode — the deepest single-player golf experience on a handheld at the time
  • The GameCube connectivity with Toadstool Tour — widely seen as the game’s defining feature
  • The large character roster — 8 Mario chars + 8 new human golfers + Star variants
  • The polished golf engine — Camelot’s mastery of timing-based shot mechanics
  • The 10 distinct Quick Play modes — enormous variety beyond Story mode
  • The Wireless Adapter support — a forward-thinking addition for the GBA era
  • The character progression depth — 99 levels with meaningful stat allocation

Common Criticisms

  • The RPG progression could feel grindy for players seeking pure golf gameplay
  • The course count of 5 main tourney courses was felt by some to be smaller than the home-console Toadstool Tour
  • The Wireless Adapter requirement for 4-player wireless was an extra hardware purchase
  • Some criticized the removal of some side characters compared to the GBC predecessor

Legacy & Influence

  • Considered one of the best portable Mario Golf games ever made — a high-water mark for the series
  • Re-released on the Wii U Virtual Console in 2014, making it accessible on modern Nintendo hardware
  • The RPG-golf hybrid formula influenced Mario Golf: World Tour (3DS, 2014) and Mario Golf: Super Rush (Switch, 2021)
  • The GameCube connectivity remains one of the most successful GBA-GCN link implementations
  • The supporting cast (Neil, Ella, Putts, Joe, etc.) became fan-favourites within the Mario Golf community
  • Camelot would not return to a portable Mario Golf until 10 years later with Mario Golf: World Tour

SLB User Reviews

Mario Golf: Advance Tour has yet to receive a community review on Super Luigi Bros.

If you’ve played Mario Golf: Advance Tour and would like to submit a review, please get in touch.

Regional Logos, Box Art & Screens

Mario Golf: Advance Tour shipped with distinct regional box art across all major markets.

Regional Logos

International logo
InternationalWestern markets logo
Japanese logo
JapanMario Golf GBA Japanese logo
Japanese alt logo
Japan AltAlternate JP logo variant
Early logo
Pre-releaseEarly development logo

Box Art

North American box art
North AmericaReleased 22 Jun 2004
UK box art
UKReleased 17 Sep 2004
French box art
FranceFrench market variant
German box art
GermanyGerman market variant
Spanish box art
SpainSpanish market variant
Italian box art
ItalyItalian market variant
Australian box art
AustraliaAustralian release (despite no listed release date)
Japanese box art
JapanReleased 22 Apr 2004

Iconic In-Game Screens

Title screen
Title screen
Character select
Character select — meeting Bud
Marion Clubhouse intro
Marion Clubhouse intro — meeting Bud and Pro
Caddie Master booth
Caddie Master’s booth

Hole-in-One Celebrations

One of the joys of Mario Golf: Advance Tour is the unique hole-in-one celebration for each character.

Mario hole-in-one
Mario’s hole-in-one
Neil hole-in-one
Neil’s hole-in-one
Ella hole-in-one
Ella’s hole-in-one
DK hole-in-one
Donkey Kong’s hole-in-one
Kid hole-in-one
Kid’s hole-in-one
Azalea hole-in-one
Azalea’s hole-in-one

Trivia & Facts

  • The 7th main Mario Golf game. Follows Mario Golf (N64, 1999), Mario Golf (GBC, 1999), Mobile Golf (GBC Japan, 2001), Mario Golf: Toadstool Tour (GCN, 2003), and others in the Camelot lineage. Advance Tour is the 2nd portable entry in the main series
  • “Role-Playing Golf.” The marketing tagline emphasized the unique RPG/sports hybrid that defined Camelot’s portable Mario Golf and Mario Tennis games of this era
  • The GameCube link was the killer feature. Players can transfer Neil/Ella from Advance Tour to Mario Golf: Toadstool Tour. The pair was designed as a deliberate cross-platform experience — widely praised as the gold standard for GBA-GCN connectivity
  • Mario Tennis: Power Tour critics constantly cited Advance Tour. Power Tour was developed in parallel with explicit plans to link with Mario Power Tennis, but the connectivity was famously cut. Reviewers complained that this absence made Power Tour feel like the lesser Camelot portable
  • 8 Mario characters + 8 human characters = 16-character base roster. Plus Star variants of the Mario characters (effectively doubling that group), plus Buzz, Helen, and the protagonist not chosen — the cast is enormous for a sports game
  • 5-character name limit. Both Neil and Ella can be renamed, but only up to 5 characters — a quirky old-school constraint from Camelot
  • Maximum level 99. A Camelot tradition shared with Mario Tennis: Power Tour. Reaching 99 with both Neil and Ella is the ultimate single-player flex
  • The Mistranslated Daisy. One of Daisy’s sprites in early development was mistranslated/mislabeled as Diddy. Eagle-eyed fans spotted this curious internal artifact — a small reminder of localization complexity
  • Wireless Adapter support. One of the early GBA games to officially support the Game Boy Advance Wireless Adapter for up to 4-player wireless play — a forward-thinking feature for 2004
  • The Coo-Coo Course exists only in Story Mode. Grammie’s single Par 5 hole challenge is NOT available in Quick Play — a unique exclusion that makes it a one-time story narrative beat
  • Elf’s Short Course has 9 holes by default. Complete Elf’s Challenge to unlock the 18-hole version — effectively doubling this Par-3-only training course
  • Star versions of every tourney course. Each of the 5 main courses (Marion, Palms, Dunes, Links, Mushroom) has a Star variant. Star holes unlock individually through challenges or GCN linking
  • Camelot’s portable double-feature. Mario Golf: Advance Tour and Mario Tennis: Power Tour are widely considered the two finest portable sports-RPG hybrids ever made — both Camelot, both GBA, both legendary
  • Hole-in-one animations are character-specific. Every character has their own unique celebration animation — a level of polish typical of Camelot
  • Re-released on Wii U Virtual Console in 2014, ten years after the original release
  • Camelot would not return to a portable Mario Golf for a decade. Mario Golf: World Tour (3DS) didn’t arrive until 2014 — the same year as the Wii U VC re-release
  • The Taunt & Support Editor lets you customize what your character says before shots and what they say to their doubles partner — a charming customization feature that gave players ownership over their in-match personality
  • No Australian release date. Australia officially did not receive Mario Golf: Advance Tour at the standard launch, though Australian box art exists. Mostly a regional distribution quirk

Promotional Wallpapers

Two official promotional wallpapers were released to support the game.

Peach wallpaper
Princess Peach wallpaper
DK and Yoshi wallpaper
DK, Yoshi, and co. wallpaper

Reference / Information

Sub-pages and guides for Mario Golf: Advance Tour.

Media / Downloads

Galleries, wallpapers, rendered artwork, and screenshots.