Peter Jacobsen’s Golden Tee Golf (PS1)
A port of the Golden Tee Golf '97 arcade game; the PC version–and its demo, which I played for a recent episode–came out in '98, but this PS1 version, also by the arcade devs themselves, Incredible Technologies, didn’t make it out until 2000. But it DID come with double the number of courses (6).
(The back of the game case advertises “Exclusive Tournament Mode allows players to unlock special courses and features”; under Tournament mode, the manual says ‘The object is to score below the “stroke goal” for each course. If you can beat the course, you will unlock a mirror version that will be playable in other game modes.’ ‘p’ Then it lists the “stroke goals”: Pine Creek +2, Ridge E, Red Sands -2, Woodland Ridge -6, Pearl Bay -10, Canyon -15. ‘‘pp’’ But anyway in theory you can unlock mirror versions of the 6 courses.)
And rather than having to try simulating the arcade machines’ trackball control, the default controls here let you use simple button presses to set up your aim, hardly any quick timing required! It’s definitely different for any golf game but kinda nice; the puzzle comes in that you still don’t have fine horizontal aiming control, so you have to learn how to make small adjustments by hooking the ball.
The distance indicator on the mini-map shows the max range of your club WITH bounce–which upon reflection is probably how all golf games do it, hm that would explain why I sometimes “shoot short” into bunkers in other golf games! So yeah I gotta get used to that. ; D It just comes up a lot more here because these fantasy courses love to cut the fairway with water hazards.
Any amount of hook or slice or whatever cuts at least maybe 8 or 10% off your range, so you gotta figure that in.
The voice-overs are really great, from Jacobsen telling you uh you’re the greatest or something, out of the blue, to the whispers as you go for the hole, to the guy with the over-the-top Scottish(?) accent on the flyover description of the hole. Jacobsen’s number of random lines seem a bit limited so maybe even him telling you you’re the greatest or whatever will get old eventually, I dunno.
What’s also great here is that the game is in effect running in 16:10 anamorphic widescreen–and the 2D art for the early GT games was clearly created for 16:10, but the games ended up being squished into standard 4:3 arcade cabinets–so if your TV or whatever supports it, you can finally set GT97 to its artist-intended aspect ratio, rather than having to endure it squooshed into 4:3 like in the arcade or in the recent collection by Digital Eclipse. ‘p’ And of course it’s easy to set it to 16:10 in an emulator like DuckStation, which has an option for that aspect ratio.
I also like how if you crank up the internal resolution in DuckStation, the tree sprites in the distance, and on the mini-map, get super-detailed. = D
It’s not the best-playing golf game, it’s true; the kinda crude control, while way more to my liking than simulated trackballs, is still pretty limited, and for that matter so is the terrain. But finally in its proper aspect ratio, and with controls that don’t force you to pretend you’re using a trackball, the game is kind of different and weird enough to have a certain charm. … I think. I mean, I was running a little dry there by the end. (Oh, no pun intended, but I WAS on one of the desert courses there and I don’t really like how those look, I with Incredible Technologies hadn’t felt the need to make them 1/3rd of the courses in every game. ‘p’) We’ll see how long it takes for me to be tempted back to play through a course. ‘p’