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Super Battle Golf Review

  • Writer: Taylor Rioux
    Taylor Rioux
  • 9 minutes ago
  • 5 min read

Sports games are so rarely my purview. While I am a massive fan of basketball (professional and collegiate), most other sports are not on my radar in any way. That hasn't stopped me from picking up sports games in the past, though. Despite my distaste for hockey and the people I have known to play it, NHL 95 was a favorite of mine on the SNES and, like many, I played Madden games regularly on the PS2. While the sim aspects of the EA sports games could capture my attention for a time, I don't have many memories of actually playing the games with friends. Those are mostly reserved for more arcadey sports games, like Super Mario Strikers or NBA Jam.


Super Battle Golf is a simplified take on golf, much in the same vein as the Mario sports games or titles like Hot Shot’s Golf, but mixed with a free-for-all battle arena structure to liven things up — though even those comparisons may set simulation expectations that will not be met by Super Battle Golf. Truthfully, the golfing here is of secondary (or even tertiary) concern, with the spotlight being shone on the “battle” aspect of the gameplay and socialization portion of the experience. 

Publisher: Oro Interactive

Developer: Brimstone

Platform: Played on PC

Availability: Released February 19, 2026 for PC (Steam).


The basic concept of the game is simple: Play through nine holes of golf with up to eight people in real time, all while navigating in-course hazards and weaponry wielded by your opponents. The scoring is a bit less simple. Points are awarded based upon not just stroke count, but also what order you finish the hole in, and also how many times you land an attack on your foes.


Incentivizing impeding your opponents can make for hilarious shenanigans, but it does make the golf take a backseat. Still, even just a few rounds of rocket launchers and landmines can be a good time with friends — should you actually get to play, that is. Unfortunately, the long recovery times and penalties incurred by players being hit or falling behind far outweigh the benefits of reaching a hole first. If, for instance, even just two players decide to stop you from advancing your ball, it would not be possible to continue play without their allowing you to do so. 


Falling behind puts you in the position of being at the mercy of the players ahead of you, who can throw mines, block your ball, set traps, or camp at chokepoints needed to advance. The only way to circumvent this is to get the necessary items yourself to fight back, but it’s a losing game. Should even a small number of opponents wish it, you will face timing out of a round over and over without hope of recourse. This does mean that large groups are more advantageous, as players are less likely to be able to coordinate such attacks while still advancing their own ball, though the ability to farm points from this interference does still allow for the possibility.


That balancing act being so skewed in favor of battles is both a gift and a curse. It means that very little attention has been given to the golfing aspect by the developers. It also means that little thought needs to be given to the golfing by players. So long as the ball gets in the hole at some point before time runs out, you’re just better off focusing on other aspects of the game.



Perhaps the most surprising strength of Super Battle Golf lies in its performance on PC. The large amount of independent multiplayer games I end up playing as part of this job has, in many ways, desensitized me to the types of performance or technical issues commonly found in low-to-modest budget titles. Framerate issues like stuttering or fluctuations, bugs that impede play, and connectivity issues — each of these is a common grievance when playing titles similar to Super Battle Golf. And none of them can be found here.


My time with the game was extremely smooth. No matter how many people I was playing with, we never had any dropped connections, latency issues, graphical bugs, or any other technical issue that would otherwise impede our play or distract from our enjoyment of the game itself. I think that sort of polish deserves real praise.


It’s not really possible to quantify the amount of time you’ll be able to play Super Battle Golf before you “finish” it. With no set story or single-player objectives, it will all come down to how much fun you can have in an open environment with your friends. That said, there are a decent number of courses (27) to work your way through, so even playing through each a single time would lead to several hours of raucous fun.


The current offerings of battle items are extremely limited, however, so even those new courses start to blend together in the grand scheme of things. Without any interesting stage gimmicks or varied item interactions, long-term enjoyment beyond hangouts with friends will come to rest on the enjoyment of the core mechanics. Unfortunately, the minimalist approach to the actual golfing in Super Battle Golf does not lend itself well to deep examination. The dearth of golfing mechanics makes solo play extremely uninteresting as there are no other players to compete against or traps to avoid. Without any path to mastery, individual play quickly devolves into boredom


The skill floor and ceiling being so close together isn’t necessarily a deal-breaker, though. Much like the Nintendo sports games it emulates, the simplicity of control and format means that all age groups and skill levels are able to jump into any individual game and compete. In fact, the ways in which players mostly improve are through optimizing routes and utilizing positioning to take advantage of opponent ball placement and item spawn tendencies. In a similar vein to Mario Kart titles, the further back you are, the better your items will (generally) be. This can be advantageous in the current hole or even saved for the next course, as items carry over between rounds.

Without any interesting stage gimmicks or varied item interactions, long-term enjoyment beyond hangouts with friends will come to rest on the enjoyment of the core mechanics.

The lack of depth is certainly one of my own major pain points. The randomness of group play, combined with the limited item pool (and its own power variances), lends itself to a chaotic environment, but offers little in the way of a controllable competitive field. I don't get the sense that Super Battle Golf is trying to be a realistic golf sim, and to hold it to that standard would feel nearly as absurd as the game itself. That said, even a way to reliably hook your shots or a few extra item varieties could liven up long-term play considerably.


Verdict


Super Battle Golf succeeds in being a good time among friends by forcing players to interact with each other, but doesn’t nearly every multiplayer game achieve the same purpose? Is Super Battle Golf fun, or do I just like my friends? It can sometimes be hard to discern the difference. The game could frankly use some adjustments to item variety, and would be well-served by implementing additional complexity to the golf mechanic. Perhaps most importantly, it needs some form of rebalancing so that preventing other players from playing is not the driving force of competitive victory. That said, Super Battle Golf is at least good for a few laughs for short bursts of time.

A large yellow-green 6 superimposed upon a videogame controller

Image Credits: Oro Interactive

Disclosure: We received a free copy of this game from the publisher.



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