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Retro golf video game review: CyberTiger for N64

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Being stuck at home indoors as spring officially arrives stinks—period. Now with that in mind, we also hope that everyone out there, along with your family and friends, are healthy, happy, and safe.

Like others around the world, we at GolfWRX are doing our part to stay home and catch up on both television and video games while also supplying you with the most interesting ways to keep engaged in the game we love. Speaking of video games, one of my all-time favorite systems is the Nintendo 64 and to me, it is still home to one of the most fun (albeit not highly ranked) golf games of all time: CyberTiger.

Cyber Tiger for Nintedo 64 was released in 1999 and fits securely in the category of arcadey and fun golf. Compared to other N64 games released around the same time period, the graphics leave something to be desired, but considering the style and forgiveness of the gameplay nearly 30 years later, we can let it slide.

Gameplay

The gameplay is simple and overall very forgiving for any level of gamer. The only difficult thing for some to get a handle on right off the bat is shots around the greens. You are only given the option to either chip, pitch, or attempt a very limited full shot—it doesn’t take long to get the hang of it but starting out its easy to see how this part of the gameplay can be frustrating.

Game modes are as straightforward as you can imagine: stroke play, match play, tournament mode, practice range, and Tiger Challenge. The latter being one of the most fun in multiplayer since you get to remove a club from your opponent’s bag if you win the hole.

Characters

Options here are extremely limited and include—Tiger Woods, Mark O’Meara—no seriously that’s it for actual tour golfers. Beyond those two, you are given the option of Lil’ Tiger (Teenage Tiger), Lil’ Mark (Teenage Mark), and then a handful of no-name brandless figures, including Chip and Mia. One thing to note is there are a number of ridiculous characters easily unlockable using cheat codes, but for what it’s worth, playing as a teenage Tiger is still a lot of fun. (Hint: UFO)

Courses

Since this is a cartridge Nintendo 64 game, memory is at a premium and courses are limited. There was licensing in place from the PGA Tour which allows for a “Best of TPC” composite course as one of the initial options and features a selection of holes at TPC Sawgrass.  Beyond that many are hard to recognize in the hole-by-hole setting of the game.

Not to fret though, there is a total of five courses in the game, which can also be unlocked using cheat codes easily found online. I realize five courses seem beyond limited in today’s world, but they offer enough variety and fun that whether playing alone or against a friend it never feels overly repetitive.

Overall

If you happen to find yourself with a few hours to kill and have a Nintendo 64 (or an emulator), I highly recommend finding a copy of Cyber Tiger and taking your best shot at a few tournaments or playing against a friend. If nothing else, it might take you back to when you were 14 and had nothing else to do on a rainy day when you couldn’t make it to the course.

 

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Ryan Barath is part of the Digital Content Creation Team for GolfWRX. He hosts the "On Spec" Podcast on the GolfWRX Radio Network which focuses on discussing everything golf, including gear, technology, fitting, and course architecture. He is a club-fitter & master club builder with more than 17 years of experience working with golfers of all skill levels, including PGA Tour players. He is the former Build Shop Manager & Social Media Coordinator for Modern Golf. He now works independently from his home shop and is a member of advisory panels to a select number of golf equipment manufacturers. You can find Ryan on Twitter and Instagram where he's always willing to chat golf, and share his passion for club building, course architecture and wedge grinding.

5 Comments

5 Comments

  1. Heisenberg

    Apr 4, 2020 at 7:48 am

    Can’t beat Mario golf 64 but this is a nice change up!

  2. Bgriff237

    Apr 3, 2020 at 10:26 pm

    You should really do Waialae next. Sunk so many hours into that game on N64 when I was a kid.

  3. Sim Dude

    Apr 3, 2020 at 9:01 pm

    Funny thing is the swing looks more real than TGC2019 does.

  4. Fergie

    Apr 3, 2020 at 7:29 pm

    Hard to believe the game (and the N64 platform) was 20+ years ago. The game looks to be just as frustrating as actually being on the course.

  5. Nack Jicklaus

    Apr 3, 2020 at 12:01 pm

    Wow I had no idea this game existed. I’d like to try it. My favorite that I have ever played is “Golf” on the original Nintendo. It was also the first video game I ever saw and played. It was probably in about 1988.

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Podcasts

Golf’s Perfect Imperfections: Task to target

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In this week’s episode: How having a target will improve your direction and contact you have with the ball.

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Podcasts

On Spec: Blades vs cavity backs | Classic gear vs. modern equipment

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In this episode, host Ryan talks about a recent experience of playing poor golf and what it took from an equipment perspective to get his game back on track.

The talk is wide-ranging and offers an inside look at what equipment tweaks or experiments might help you play better golf—or get you out of a rut.

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Opinion & Analysis

From the GolfWRX Vault: How far should you hit your golf clubs?

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Editor’s note: Jaacob Bowden‘s 2013 piece on how far a club “ought” to carry based on clubhead speed—i.e. how far you should hit your golf clubs–remains one of our most widely read pieces (thanks, Google search). And while seven years have passed since its publication, the data remains the same, and thus the piece remains just as relevant today. 

We’re happy to crack open the GolfWRX Vault for this excellent bit of writing. 


One of the nice things about having all this new fancy technological equipment like Trackman, Flightscope, ShotLink, etc., at various PGA Tour events is that distance data can be gathered for each of the players.

In case you haven’t come across it already, here are the approximate Trackman carry distance averages for men at the professional level.

Average PGA Tour Carry Distances (yards)

Club Carry
Driver (Total) 289
Driver (Carry) 269
3-Wood 243
5-Wood 230
Hybrid 225
3-Iron 212
4-Iron 203
5-Iron 194
6-Iron 183
7-Iron 172
8-Iron 160
9-Iron 148
PW 136

Pretty cool info. Perhaps they hit it farther than you might have thought…or maybe they hit less than you may have been lead to believe based on what you’ve seen on TV, read on the internet, etc.

Since I deal a lot with swing speed training and helping people in general hit the ball farther, a relatively common question I get is, “How far should I hit my clubs for my swing speed?”

Well, since we also know that the average driver swing speed on Tour typically runs around 112 to 113 mph, using a bit of algebra and the above distances we can approximate a guide for how far you could expect to hit the ball (assuming fairly consistent and solid contact) given your personal driver swing speed.

Here are those carry distances.

Approximate Carry Distances by Driver Swing Speed (mph)

 Approximate Carry Distances by Driver Swing Speed (mph)

I took the ranges down to 60 and 70 mph because those are swing speeds I’ll encounter when working with some amateur women and seniors. I also went up to 140 mph because numerous long drivers I’ve trained can get their drivers up that high (RE/MAX World Long Drive champions like Joe Miller, Jamie Sadlowski and Ryan Winther can actually reach over 150 mph).

Aside from using the chart as a general reference point, here are a few other things that I think are worth pointing out:

First, these numbers are based off how the average Tour player strikes the ball. Although Tour players are overall good ball strikers with all their clubs, most of them are actually not as efficient (the Tour average is about 2.58 yards/mph of swing speed) as they can be when it comes to distance with their drivers because on average they hit drives that launch too low and with too much spin.

LGPA Tour players (2.65 yards/mph of swing speed) and Professional Long Drivers are actually more distance efficient with their drivers…but that’s a topic for another article. The good news for you is that greater carry and total-driving distances can be achieved at all the range of swing speeds shown above if you are a more efficient driver than the average male tour player at 2.58 yards/mph of swing speed.

With a 2-degree change in driver loft and some minor adjustments made to his swing path, angle of attack, etc, one of my amateur students went from being an already above-average efficient driver at 2.61 yards/mph to an extremely efficient one at 2.75 yards/mph. So with no change to his 102 mph swing speed, he increased his driving distance average from 266 to 280. Then after some swing speed training, he got up to 112 mph and can now hit drives around 307 yards with that same efficiency of 2.75 yards/mph. That’s 41 more yards!

Second, the club distances are based on the driver swing speeds that you would get from a system like FlightScope and Trackman. So if at all possible, get yourself checked on one of those. Otherwise, if you measure with something like a Speed Stik (which measure higher in my experience), you could get a false sense of how far you might expect to hit the ball.

As another example, Sports Sensors Swing Speed Radars (SSR) also read faster. It should be pointed out that SSRs are still a great personal training aid, and because of their accuracy and relative affordability and portability, they are actually the radar I recommend in my swing speed training programs.

However, the Doppler radar in an SSR measures the fastest moving part of the club head (typically the toe) versus a Trackman or FlightScope, which each have proprietary algorithms to calculate the speed at the center of the club face. For this reason, SSRs will read about 5 to 12 percent faster, depending on how you as an individual move the driver through impact. If you have an SSR, just hit 5 to 10 balls with it and a Trackman or FlightScope at the same time and you’ll find out your personal difference for sake of comparison.

Third, the above numbers can be useful for a good general reference, but like I mentioned in my article about understand distance variance, recognize that carry distances can vary a lot depending on conditions. Slopes, wind, temperature, altitude, etc., are all things that can affect how far the ball flies, so remember to factor that in.

Fourth, keep in mind potential loft differences between your clubs and the ones here. As a general rule of thumb, club manufacturers have made their club lofts (especially in the irons) continually stronger over the years as a way of marketing and selling consumers the new clubs.

Many top Tour players are being paid to play the latest clubs, which could mean they might also be playing irons with stronger lofts than the set you are playing. This isn’t always the case, however, but it’s another thing to be aware of.

Last, once you start approaching less than 80 mph with the driver, notice how the distances start bunching up between clubs.  At this point, you start getting to an area where you really don’t need a full set of 14 clubs. If this is you, perhaps you might also find that you hit a 3-wood or 5-wood further than a normal driver.

My wife is very strong and athletic, however, as a beginner who doesn’t play or practice very much, she hasn’t developed much swing speed. For that reason, we got her fitted for a 9-club set of Wishon 730CLs, a set that is designed specifically for men and women with less than 80 mph of club head speed.

The shafts are very light, the driver is 16 degrees and only 42 inches, the fairway woods are 20 and 26 degrees (versus the commonly used 15- and 19-degree fairway woods), and the remaining hybrids/irons are gapped out in 6-degree loft increments (compared to the normal 3- or 4-degree). Also, since many beginners, lesser skilled players and those with slower swing speeds can struggle with really high lofted wedges, the highest lofted wedge in the set is 54 degrees.

All of these things combine to provide a driver that can actually be hit in the air for distance, clubs that have substantial distance gapping, plus it’s just less clubs in general to lug around and choose from.

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