Mario Golf: Advance Tour
Overview

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 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

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

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
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.



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.
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.






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 |
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.








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
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
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
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
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
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
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.
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
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

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
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.
Print Advertising
Wii U Virtual Console
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




Box Art








Iconic In-Game Screens




Hole-in-One Celebrations
One of the joys of Mario Golf: Advance Tour is the unique hole-in-one celebration for each character.
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
Reference / Information
Sub-pages and guides for Mario Golf: Advance Tour.
Media / Downloads
Galleries, wallpapers, rendered artwork, and screenshots.





















