At its core, Super Swing Golf is an experiment - an attempt at seeing how well the Wii Remote works when used as a golf club. Undoubtedly, the game sets the standard for all future golf titles on the system, regardless of whether they're based in fantasy or reality. But if you want to play virtual golf, your only choice for some time to come that's not Wii Sports Golf is Super Swing.
Thankfully, that's not a raw deal.
One of Super Swing Golf's most notable qualities rests in the presentation. Graphically, Super Swing Golf is brimming with style and manages some nice lighting and particle effects, though some textures show jagged edges up close and the framerate chugs at times.
The characters are unique in personality and abilities, making it fairly easy to pick favorites. No actual voice acting is disappointing, but you do have the ability to customize to your heart's content. The game's music, whether it be in the menus or during gameplay, fulfills its job well, which is to maintain a good energy level.
The courses are very well designed on a visual and strategic level, and the more you play the more shot possibilities you'll discover.

In-game characters also mimic your victory poses! (kidding)
Swinging the remote like a golf club never really loses its novelty, even if you play for hours on end. The shot system is far more intuitive than what you'll find in Wii Sports Golf, even if it does require an extra button press.
The learning curve to putting likely won't bother veteran golfers (who know putting is the trickiest part of golf anyway); the problem is that Super Swing Golf is more designed for casual gamers and younger audiences, who might find it irritating because bad putts usually mean a lost hole.
Fortunately, I've discovered an inexpensive item called Miracle Sign that when used shows you the path your ball will roll while putting. It's incredibly helpful to say the least, but can only be used sparingly as you're limited to carrying eight items at a time.
Speaking of items, the gameplay also features a worthwhile degree of depth.
Serious golfers should appreciate being able to consider wind speed, topography, ball impact points, natural and man-made course obstacles along with other aspects when preparing shots. Casual gamers can neglect all these considerations if they so wish, focus on the bare minimums of aiming and swinging, and still perform well enough. Items can be great fun for either group and add another layer of strategy, even if they do cut most ties Super Swing Golf has to the real sport.
Unfortunately, there are times when even the most calculated shot can go awry because the ball didn't travel as far as the distance marker would have you believe, or you didn't swing the controller properly, or the wind just didn't help or hinder like you expected. Add to this that the AI often feels unbalanced in its skill level and you might have to repeat courses more than you may like. While there are items that allow you to redo shots, having a set number of retries or at least an option to speed through the computer's turn would ease some of the frustration.
Stop mocking me with your unbalanced skill, computer!
Super Swing Golf's value is hurt by the fact that you can download Albatross18, the PC title the game is based on, for free and play others online - a component removed from the Wii version. In fairness, the PC title isn't as pretty, doesn't include Dead or Alive's Kasumi or Ninja Gaiden's Ryu as playable characters, and most importantly doesn't feature Wii Remote control (unless you're technically skilled enough to get your Wii Remote working on your computer).
Whether you're looking for a golf game to keep you busy while the real greens are frozen over, or just want to play the sport without having to play it, you'll find something to like about Super Swing Golf.
It's charming despite its quirks, accessible despite its depth, and fun despite its flaws.
