"Golf" is a golf simulation game developed by T&E Soft of Japan for the Nintendo Virtual Boy (VB) platform.
Released in Japan in 1995, this game is one of the few sports games for the Virtual Boy. The core selling point of the game lies in its three-dimensional stereoscopic vision. Through the parallax principle of the VB headset, players can see the fairways, trees, bunkers, and flagsticks with a distinct sense of depth, which was a breakthrough for a golf game that requires distance judgment. In terms of gameplay, players first select a club, then determine the hitting intensity through a power gauge, and finally press a button at the crucial moment to determine the timing and accuracy of the shot. The game features different course environments, including a standard 18-hole mode. However, due to the limitations of the Virtual Boy device (such as monochrome graphics, gameplay fatigue, etc.), this game did not become widely popular, but it left its mark in the history of video games as a pioneer of stereoscopic golf games.
Although the red and black screen of the Virtual Boy is monochromatic, its depth effect is key to the game. When aiming, players need to more carefully observe the relative depth changes of different objects on the fairway (such as trees, bunker edges). Because of the perspective inherent in the VB screen, it helps players to estimate the distance to the flagstick more intuitively than traditional 2D games, thereby choosing the club and hitting power more accurately. For putting, the depth of field helps to judge the slope of the green, which is an important basis for adjusting the direction of the putt. Be sure to spend more time observing the depth of field to confirm the target position before hitting the ball.
Similar to many classic golf games, the hitting requires players to press the confirm button on the rapidly moving power gauge. The key to the lies in determining the hitting power at the instant the power gauge moves, and using the center aiming point in the middle of the golf ball to precisely control the flight arc of the ball (Hook or Slice). If there is a wind direction indicator on the screen, be sure to make pre-corrections when aiming. For example, when there is a strong left wind, adjust the aiming point slightly to the left to offset the wind's influence on the ball. For long-distance shots, even a slight deviation in the hitting point will cause the ball to deviate far from the target.
MS-DOS
Game Boy Advance(GBA)
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
MS-DOS
MS-DOS
SNES(SFC)
Game Boy Advance(GBA)
Nintendo DS
MS-DOS
Wanderswan | Color
Nintendo DS
MS-DOS
MS-DOS
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Arcade
SNES(SFC)
MS-DOS
NES / Famicom(FC)
NES / Famicom(FC)
MS-DOS
Arcade
Arcade
Arcade
Arcade
Arcade
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Arcade
Nintendo DS
NES / Famicom(FC)
NES / Famicom(FC)
Game Boy Advance(GBA)
NES / Famicom(FC)
Game Boy Advance(GBA)
Game Boy Advance(GBA)
Game Boy Advance(GBA)
NES / Famicom(FC)
Game Boy Advance(GBA)
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Nintendo DS