Mike Taramykin Interview – How Alice Cooper & Guy Fieri Ended Up Playing Ultimate Golf!

Mobile golfing game Ultimate Golf! aims to set itself apart from other mobile sports games through unique gameplay and celebrity tournaments, in the past featuring stars like Alice Cooper and Guy Fieri. Ultimate Golf! shakes up the typical sports game formula in an effort to make a free-to-play mobile game that could potentially become more successful than some console titles. The mobile gaming industry is booming right now, and with so much competition it can be difficult to entice new users – and even harder to get them to stay.

One of the worst parts of multiplayer gaming is waiting for another player to take their turn, particularly in mobile gaming, which for most people is typically played in short snippets throughout the day. Ultimate Golf! presents a new asynchronous take on the genre, where players can play rounds of golf on their own time without having to wait for their competitors and then view the results at the end. Besides presenting a more fluid golfing experience, Ultimate Golf! has attracted a myriad of celebrities to play in special charity tournaments, giving players the chance to directly compete with celebrities like Rob Riggle, John O’Hurley, and Patrick Warburton

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Mike Taramykin, CEO and Founder of HypGames, sat down with Screen Rant to discuss in-app innovations, celebrity involvement, and driving user engagement.

Just to start off digging into your background a little bit, you have a lot of experience working on sports games. You’ve worked on Madden and on PGA games. Do you think that experience has helped in the crafting of Ultimate Golf, even though it’s a mobile game?

Mike Taramykin: Oh, absolutely. I think the interesting thing about making games in general is the technology’s always changing, but the players and the fans are fairly consistent. As you work on different products, you see what people respond to, what they like, and then you basically use technology to be able to deliver more and more. 

But fundamentally, we’re really catering to sports fans and people that are very passionate about sports – whether it’s football, or golf, or basketball, or anything. You’re just giving them a way to connect with something they’re already really passionate about. And you’re always using new technology in order to do it, whether it’s PCs, consoles or mobile. Each one of those lends different characteristics to deal with. 

I always try to think of it that way. It’s really just tools to reach an audience.

Are there any specific features you’ve found to be especially important to diehard sports fans?

Mike Taramykin: Competition? [Laughs] Leaderboards! That’s the number one feature. I’ve had this philosophy over the years, which is that everybody just wants to win. They want to be able to brag and show off, sort of saying, “I’m better than you, and I can prove it.”

It’s a very EA sports philosophy, and that’s really the itch we’re trying to scratch. When you’re making stuff for any gamers – but particularly sports fans, because the inherent nature of sports is competition. So anything you can do to make the competition feel as real as possible. 

And real doesn’t mean visually, real just means, “I am really playing against another human being. It’s me versus them.” Anything we can do to make people feel that way and, at the same time, broadcast the results? Make sure that other people can see it, because that’s the important part. Winning is great. Having everybody know that you won is even better. 

Those tend to be universal characteristics.

The esports industry is really booming right now. I read in another interview that you wanted to make a free-to-play game that was unique enough to stand apart from the competition. You mentioned the leaderboards being a big component of it. What other elements of Ultimate Golf do you think make it different from other mobile sports titles?

Mike Taramykin: It always starts with how it looks great, right? That’s the one thing in video games you learn; no one ever failed because the game looked too good. It really starts from the immersion. We really like to push the capabilities of mobile devices and deliver closer and closer to what you would expect to see on a bigger screen. We put it on a phone or a tablet and make sure it’s with you at all times, and that’s kind of the key. 

I think some of the other stuff we do that makes us stand apart from our more direct competitors is we appreciate the fact that when you’re playing on a phone, you may not have all the time in the world. You may have a couple of seconds here or something like that, and the time is very precious. And so, every mode in our game is asynchronous, which means you just play at your own pace. If you’re going to play head to head against somebody, everybody plays at the same time, and then we see the results at the end. You don’t wait to watch how the other guy does, because who knows? Everybody’s time is occupied. 

Our tournaments are designed in such a way, technically, that it’s just always recording what you’re doing. So if you get a phone call in the middle of a shot, that’s fine. You can take the call and, when you come back, it’ll just pick up right where you left off. If you have to turn your phone off, because you’re in a meeting, it’s designed around the way people play. You don’t need to stop, save, pause, do anything proactive – your battery can die, you come back, and the game picks up. We’ve designed it to be very on-the-go friendly. 

And then we have a lot of really cool features that just kick ass you know, for lack of a more eloquent way of saying it. Including things like a mode called Golf Royale, which takes this concept of, “What if 1000 people got together and tried to play a ‘closest to the pin’ competition? How do we get to one winner at the end of six minutes?” You play one round, everybody shoots, and the people with the best score go on. The other ones get cut, and they’re out for now. We do this for three rounds, and you get to one winner. 

We create this massive party mode, which can theoretically have tens of thousands of people playing simultaneously, but still get to one winner within five minutes. Because it’s still mobile, and you still don’t have all day to do this. That one’s proven to be very popular. It’s also proven to be very popular with our most engaged users. We run Royales every half hour, except on weekends, where we just run Royales every three minutes. And we have people who will just literally sit all day and play every single Royale that comes up during the day. 

Finally, what makes us different – and I think it’s kind of relevant – is we have this concept for the whole game of the 90-second golf vacation. Wherever you are, you can just stop and go play golf on the best golf courses in the world for a minute or two, and then get back to whatever you were doing. But at the same time, we love this idea of playing golf with interesting people. That starts with, obviously, our community. We have a pretty big player community; they all know each other, they have rivalries and all that kind of stuff. And every once in a while, we like to bring in famous people too.

Not only do you play with our own homemade celebrities, the guys who are really good at the game, but also from time to time we’ll bring in notable pro-golfers, musicians, actors and stuff like that. Because the one thing about golf is, from a sports perspective, it really spans all kinds of different people. It’s not just about the pro golfers; it’s just as interesting about the celebrities who play golf as it is about the pros.

One of the main ways you’ve amplified the Ultimate Golf brand is that you’ve featured a lot of celebrities spanning a lot of different elements of pop culture. How did that first come about?

Mike Taramykin: Obviously, at EA Sports we did a lot with athletes. We always had license deals and athletes associated, so you can play with their virtual versions in the games all the time.

But our thought with mobile was, “Here’s an opportunity to actually play for real.” If you look at the universe these days, and just how active celebrities are just generally in technology and social media, it felt like, an opportunity here to be able to use games to literally play head to head against interesting people.

In August of ’21, we were talking with a charity called Childhelp about doing some stuff in games to raise funds for their cause, which is preventing child abuse. They generally hold these celebrity golf tournaments. But you couldn’t, because of the pandemic. We were talking about stuff that we can do in games, and one of their ambassadors for the charity is John O’Hurley, who played Peterman on Seinfeld.

One of the thoughts was, “We’ll get John to play along,” but then he said, “I can get other people too,” because normally he’s got a group of celebrity friends that all do the celebrity golf circuit together for charity. He rattled off Alice Cooper, Steve Young, Rob Riggle, Patrick Warburton, and Larry the Cable Guy. And it was a whole list of people, and we were like, “If you can get them, we’ll figure out a way to let people play live against them in the game.” 

And then we came up with this idea. It’s one thing to say you’re playing against John O’Hurley or Rob Riggle. It’s another thing to actually hear them in the game and really know that it’s them. We had this vision of, “What if it was like Hot Ones, or Comedians in Cars [Getting Coffee], but instead you’re playing games?” We’d run a format where we interview them for a little bit, and then they go ahead and play. But instead of playing on their own, they play against everybody in the community that showed up. 

The score that we would give them is the percentage of people that they beat, so the idea is, “How many ultimate golfers can you beat?” Which is also borrowed from Top Gear, where they had that “Star in a reasonably priced car” segment, where they would take celebrities and drive Toyota Corollas around a track and see how they do. We were kind of inspired by those kinds of things. And so, John was able to get Alice Cooper, who is known for being Alice Cooper the rock legend. And then Rob Riggle and Patrick Warburton, who played Puddy on Seinfeld.

Which is funny for me, because when we did these, we just streamed the audio, but we were on a Zoom call. So, it’s kind of funny that not only do we get to meet celebrities, we could see what their houses look like. They all did it from home, because it was the pandemic, so you got to see their laundry was out. We were hanging out, and I’m like, “Your house is just as messy as mine.”

I think with the players being able to play against these celebrities and getting a more human look at them is really unique for making users engaged.

Mike Taramykin: And it’s becoming more and more common, right? Because I think through social media, everybody is friends with celebrities now, because they see them going to the grocery store and stuff like that. And so we just figured the natural extension of that is, “Why don’t we just game together too?” 

We did that with Childhelp, and then did some other VIP rounds, as we call them. We had one of the members of Iron Maiden, one of my favorite bands. We went to his house, and he happened to live in Florida where we are. We did it with a CBS sports announcer named Amanda Balionis. She does all the CBS PGA Tour and NFL coverage and stuff like that, so we had Amanda come on and play. We worked with Lee Westlake who’s a PGA Tour player and one of the most consistent players on the tour for the last 20 years. 

The show, I think, has been getting better because we treat it almost like a podcast in the game where you get to play against the guest at the same time. We think that’s pretty novel, and we like that. When it comes to golf, the idea of whether it’s an actor or celebrity or a musician, it’s kind of arbitrary because they all play golf. So, it makes total sense.

It sort of evens the playing field too, because I’m sure it’s not rare for a celebrity to get totally beaten by community players.

Mike Taramykin: We want it, exactly. I think Lee Westwood did great. But the first time we did this with Childhelp, our users didn’t even know. It was a new concept, so Steve Young did really well. He did really, really well. And since then, no one’s even come close. But now, we’re starting to coach celebrities before they come on; we’ve kind of given them practice, so they’re doing better and better. Now they’re getting a beating more than half or so. 

But it’s fun. It’s not only that you’re playing against an avatar of somebody famous, they’re literally there. And we’ve got ways of expanding that quite a bit going forward. 

Like what? 

Mike Taramykin: I’m just thinking more engagement. Right now, it’s just in the Royales, but [it’ll be] letting them play head to head and letting them play in tournaments. Opening it up, because right now, it’s very much appointment-based. There’s a live show, and you kind of have to be there. We’re coming up with ways for you to play against them afterwards too, because we’ve got the tech to make it so that you don’t have to necessarily be there at that moment.

We’ll make it more of an on demand kind of experience. I’ll tell you when we figure it out, but what we know is that it’s great. We’d love for people to be able to do it all day long, and not just at the particular times.

What sort of increase in user engagement have you seen since you first started including celebrities?

Mike Taramykin: It’s hard to say metrically; it’s hard to say X percent, because we do a lot of things. And that’s part of it. But what we have seen is our retention rate, which is the amount of people that come back and the percentage of people that continue playing, steadily increasing as we do more and more of these. People get used to it, and they know that there’s another one coming up.

We view games as a service now; they’re not a product. You don’t make a game, you basically run a game. We see tremendous retention and engagement the more that we keep entertaining people and coming up with new and interesting things. Surprise, and delight has got to be our first concern. Just focusing on these celebrity appearances, it gives us this great tool of really just surprising people. Like, “Who’s next? Who’s going to be on next?” It really gets our community excited. As long as we’re doing them on a regular basis, every month or so, it’s one of the other tools we have in our toolbox of how we keep people entertained. 

Because it’s ultimately an entertainment business. We’re just trying to get people to come back and play the same game. It’s like trying to get them to come back and watch the same show over and over again.

I do think a lot of sports games fall into the trap of never adding anything exciting or new once they’ve released the base game. It might have a ton of content and stuff to explore, but it’s easy to get bored if there’s no surprises. It’s a good way of drawing in people who aren’t even necessarily fans of golf, but maybe they’re fans of mobile games or the celebrity personality.

Mike Taramykin: It’s a very relaxing sport. It’s probably one of the most relaxing ones, and we’ve seen that in research and user feedback and stuff like that. Golf is a vacation. I mean, it literally is; people go on vacation to play golf. And with the game, the way we’re able to reach beyond hardcore PGA Tour fans is that you play it at your own pace and it’s kind of relaxed, but then there’s always the tension there of the score and the opponent. It’s casual, but if you’ve got a competitive streak, then that kind of builds too.

I think some sports games are very intimidating. You have to know everything about the sport to be good at it. You have to know which player to put in your lineup, or else you’ll lose. Golf is just physics. You’ve just gotta get the ball in the hole.

Having these things to look forward to, whether it’s the celebrities or new tournaments every 30 minutes, you have people who are probably staring at the ticking clock.

Mike Taramykin: They set reminders on their phones.

You mentioned having that first tournament for charity. Where do you see the future of HypGames – sorry, is it pronounced “hip” or “hype?”

Mike Taramykin: The history is that the first company that I had started, with the founders of this one, was called Hypnotix. We were based in New Jersey, and then EA Sports acquired us in 2005. And then we started this company, and we’re like, “Let’s call it something like Hypnotics but something else.” We decided on HypGames because that’s cool. And then everyone calls it Hype, and we were like, “That’s actually cooler. Let’s do that.” 

But the main thing about it is that, as I always tell people, it’s a conversation starter. Because technically, it’s HypGames. But if you want to call it Hype, we’re not gonna stop you. We have a little bit of an identity crisis, because we can’t decide either. And it’s usually the first question. 

At one point, we were gonna do some eSports stuff, and we’re gonna call it HypeSports. That literally spells “hype sports.” But it’s technically “hip.”

Where do you see the future of charitable integration with events on the app going?

Mike Taramykin: Onward and upward, right? That’s the short answer. 

But it’s interesting, because on the one hand, it’s a cool thing for us to do. Because A) we get a chance to give back, and B) we get a chance to work with a lot of people that ordinarily, we might not be able to. Because I think the thing with Childhelp was that John just called people he knew, and he said, “Hey, we’re doing this for charity,” and they just volunteered. Which is great, because normally to get the lineup that we had would have taken a lot more than just a please. 

I think the philanthropic angles, certainly opens a lot of doors to working with folks that are much more inclined to do it for charity than they would be for commercial reasons. But at the same time, our players really appreciate when we do stuff that gives back. I think that’s true of all games, and I think it’s particularly true of ours, because it’s golf, so you tend to get older players anyway. Most of our players are over 30, and they like to know that we’re going good as well. Because it’s an ongoing business.

If we want to think about it just in business terms, it’s good for us to do stuff like this that gives back, because it also makes our players feel better about supporting us. And then it opens doors to being to work with people who are inclined to work with us, because we’re doing good.

I see it getting more and more interesting. I see us doing more innovative things as the pandemic tends to hopefully ease. We can do a lot more in-person stuff and get a lot more creative. Right now, we mainly stream audio, but I can see us turning it into much bigger productions of how we do this. A lot of it was born out of the fact that it was literally mid-pandemic and everyone was at home. The fact that we did it in the first place, and didn’t do a real in-person tournament, was because of that. And the fact that we only did audio is because everyone’s at home and all we had was Zoom. 

But I think as that subsides, we’ll be able to really amp up the production value of what we’re doing as well. And then make it more and more interesting; creating more competition between celebrities, and bringing some people back. Sports in general are, but games are entertainment. That’s what they are; they’re really just meant to entertain people. And I think we can start to adopt more and more traditional entertainment devices, especially as technology just becomes more and more ubiquitous and as everyone becomes more and more comfortable with interacting. Even the celebrities are interacting on their phones, which gives us greater access to higher production values. 

I think the stuff that we’ve been doing thus far is going to look pretty low rent, compared to what we’ll be doing in the future. I think that’s where we see it going.

You’re definitely seeing some integration between digital and more live events as well.

Mike Taramykin: Yeah, absolutely. We had an in-game event where picked the best players in the game, and we had this championship for them. But rather than just having it in the game, we actually live streamed it and got some of our players to announce. We had folks that see each other on leaderboards all the time but never hear each other’s voices actually connect, and then we streamed two rounds of it on Youtube. First round took about two hours to complete, then we got tighter, and the second round only took about an hour. And at one point streaming, we had over 300 people concurrently watching. This is just people in our game. Afterwards, there were 10,000 or so viewing the results.

Now we can take it steps further with letting people at home play against the guys who just played the championship. And we started to see this as a very hybrid entertainment model where it’s really mixing traditional broadcast media and making it more interactive. I’m trying to get you a quote; I’m trying to think of one on the spot. 

But it does make watching much more of an interactive, participatory experience. You’re not just watching people, you’re watching people while you you’re playing against them. And that’s something we’re very excited about exploring. We love to think of ourselves as an entertainment company and not as a game developer, because games have to be entertainment these days.

Most of the interviews I found when I was researching HypGames were more from a business angle, rather than this is an entertaining thing for people.

Mike Taramykin: It all started, if we really fire up the Wayback Machine, when we were still in New Jersey making our first golf game. It was more like Happy Gilmore than Tiger Woods, and we had to find an announcer to do it. We had all these voiceover people and, because we were based in New York and I watched a lot of Daily Show at the time, I was like, “We should get that guy that’s on The Daily Show named Steve Carell, who’s really funny.” And we did! 

I called him at The Daily Show, and they put me through to him. Then I said, “We have a golf game, we’d love you to do the voiceover.” And he said, “Okay, I can do it as long as we do it this week. Because I’m moving to California on Saturday to go do a movie.” Because he got a role in a movie, which was Bruce Almighty. We were like, “Sure, come in tomorrow.” He came in and recorded it, and so Steve Carell was the voice of Outlaw Golf, and then Outlaw Volleyball a year later.

Then when we couldn’t get Steve Carell anymore, we got the other Steve – Steve Colbert, because we could still afford him at the time. Then in between, we did a game called Deer Avenger, where the writer that we used to write all the jokes was a guy named Brian McCann, who was one of the writers on Conan O’Brien. He had a show on NBC, and we needed to do voiceovers. I said, “Do you have any friends?” And he was like, “Yeah, I’ll invite some friends to come in and record the script.” We paid everybody 200 bucks or 250 bucks to come and record, and it was a whole bunch of people including Amy Poehler and Tina Fey for Deer Avenger 2. 

Part of what we’ve done is always work with interesting people. Because we could have just hired voiceover people, but it was so much cooler to get people that were doing other things.

Playing Outlaw Golf, you’re like, “That’s that guy from The Daily Show.” Mind you, we couldn’t get Jim Carrey, because we couldn’t afford him. But we could have gotten the guy from The Daily Show, and eventually he became bigger. This is really more of an extension of some of that stuff. Because then at EA, we would have these licenses with Tiger Woods and all these pro golfers, and we’d literally put them in our game and have these interviews with them. 

But when we got to Ultimate Golf, when we got to mobile, the idea is to take that same concept. When people are playing our game, let’s have the voices and the people in the game be folks you’ve heard of, because it adds a little extra level of, “That’s cool.” But now, how about they’re actually there live and you’re playing against them? One day, I’m gonna call Steve Carell and be like, “Hey, remember me from the golf game? I got an idea for you.” 

But this all started like 20 years ago, with just calling Steve Carell at The Daily Show and asking him if he wants to do a voiceover for a video game. And now we have Rob Riggle, who’s probably like modern day Steve Carell. We got him playing live against us while he’s interviewed by the guy who played Peterman on Seinfeld.

And Rob Riggle also hosted that golf game show, so that’s perfect for him.

Mike Taramykin: Holy Moly. He was amazing. He’s a Marine Corps guy – I’m trying to remember what his rank was, and it’s like Lieutenant Colonel or something. When we did those celebrity ones, most of them showed up close to on time, but he was 10 minutes early. We started a Zoom called, Rob shows up and we’re like, “Oh, crap. We’re not ready for you yet.” But he was amazing.

Have any other celebrities really shocked you with their game skill in Ultimate Golf?

Mike Taramykin: All of them, honestly. Because I expected none of them to do well. Lee Westwood, who’s a pro golfer, did phenomenally well – considering that he said he’s not a gamer. When he came in, he played three practice rounds. We did that one live from South Florida at the Honda Classic, so we had a conference room where we set it all up. You can go on our channel, and there’s the Lee Westwood thing we recorded. 

When he played, he just got it. He crushed it, so I was just impressed by how quickly he picked it up. But I’m always amazed when people can figure out and get good at our games, including our players.

I’m still working on the wind mechanic. That’s been blowing me right away.

Mike Taramykin: What was interesting to me when we did some of these was just the stories that they all had to tell. Because when we do the shows themselves, they’re kind of different. When we talked with Steve Young, the whole conversation before we got to the game was about how the NFL has changed over the last 20 years, and how all the rule changes in the NFL have made it harder for the defense. It was a real NFL kind of discussion. 

When we talked to Alice Cooper, it was about some time in 1973 that he almost shot Elvis. That’s the thing, every one of them just had a story, which to our players was so much more fascinating than just playing against us or playing against a computer or something. 

And it’s the same thing with Nicko McBrain, who was the drummer from Iron Maiden. We asked users to send us questions, and we picked the top 10 questions of like 900 that we got. So, it was really the ability to let the users ask him questions – and it was, oddly enough, about Alice Cooper again. And who’s the best drummer of all time, just that kind of stuff. I asked him, “Who’s the best drummer, and why is it Neil Peart?” He said it’s not, and that was shocking, because everybody knows it’s Neil Peart [from Rush]. But he came back with, “No, Neil’s on a different level. You don’t even compare.” Good save. 

But that’s the thing. It’s not so much that I play against these people; it’s literally like a 10-minute conversation. And that’s when it kind of dawned on us that we’re really doing a podcast with a game attached to it. And our feeling is: how do we expand that? How do we make that more? And we have some ideas.

Speaking of expanding, I read that HypGames is doubling its staff, or aiming to over the next year or so. Where do you see the company going with a new expansive staff working on a myriad of new things?

Mike Taramykin: Yes, definitely a myriad of new things. A lot of it goes towards creating new products. Once we make a game, and we see how it’s working, we like to franchise into other genres and other sports. 

Ultimate Golf, besides being golf, has a lot of systems in the game that actually perform really well. And so the idea is: how do we take that experience and translate it to other sports categories? That’s one part of it. The other one, just for us internally, is how do we get better at running our services? 

We’re bringing in people now for business analytics, because there’s such a heavy stream of data that’s coming in. We’re building up capabilities we have, where we can be a lot more data-driven and a lot less instinct-driven. We’ve made games for a long time, so the gut instinct is fairly effective at this point. But as we scale and go wider, it’s going to become less and less relevant to just rely on experience so much. It’s building out both bandwidth to make more products and bandwidth to be able to operate the ones that we currently have more effectively and efficiently. 

And are there new games on the horizon?

Mike Taramykin: Definitely. We never stop making games. And then also continuing to evolve the stuff because, like I said, it’s a service. Our arch enemy is boredom. That’s our worry, that people are going to get bored with what we’re making. We always have to be ahead of people’s fleeting interests.

It’s a really delicate balance, because for every person who is drawn in by the timer, there’s going to be another person who doesn’t want to wait for that. You’ve got to fine tune it with data, like you were saying.

Mike Taramykin: Just as people start thinking, “Okay, I’ve seen this before,” we have to introduce something that they haven’t. And make sure that lasts, at least until we can introduce something else.

Is there anything that you would like players to know about Ultimate Golf?

Mike Taramykin: Where to download it, so a link would be good

Just that – with Ultimate Golf in particular – we view everything we do as an ongoing service. We see every product that we make as an evolving, living, breathing thing. Wherever it is today, one thing we know for sure, is that it will be different in the future, because we’re always evolving it. We want people to be comfortable with the fact that when you play our games, you’re along for the journey.

We think video games are art, like anything else. It’s no different than music or films, in that you have people that like your stuff, so you want to keep giving them more of what they like. But you want to surprise them along the way, so that they’re always entertained. I don’t think this is unique to us, but it’s the way we think about it: we consider our players to be essentially part of our community. And our job every single day is to find a way for them to have fun. And that’s an evolving thing, so once you invest your time with us, you’re seeing how this is going to develop over time.

I really think your game has done a great job of making it feel like a community. You’re looping them in like they’re on the same level, and I think that’s really cool.

Mike Taramykin: Everything is participatory. So if we have guests, it’s so they can play with you, not so you can watch them play. It’s not so they could play with me, and we can talk. We bring people in so everyone can play with them, and we’re going to look for more and more ways to do that. It’s always interesting, right? It’s one thing to follow somebody on Twitter, it’s another thing to try to kick their ass in golf. You can do both.

That’s a great way to put it.

Mike Taramykin: Yeah, write that down. I remember 0% of the things I say.

Is there anything else that you would like to talk about when it comes to Ultimate Golf?

Mike Taramykin: I think it’s great for us to be to be talking with you. Because we’re a golf game, but I think we’re really also more of a pop culture platform. If you play our game, you see that there’s a lot of references to things that are going on. 

We made a very serious golf game, but we are not serious people. We’re authentic and real, but we have a sense of humor. And I think that’s kind of golf in general. Everyone I play golf with takes it seriously, but they also drink while they’re playing. Some of them smoke cigars, but it’s really a social sport and a casual sport. And I think, while we take our gameplay seriously, that’s about it. 

You’ve played it, so you’ve seen some of the events and everything we have. It’s pop culture more than anything else. We’ll have Heavy Metal Week in our golf game. I think last season we had a pirate theme, and this season right now is called Golf-o Libre, which is Mexican wrestling. Just because it’s funny! For four weeks, everything is gonna be themed around Mexican wrestling. And the next month, we have something else because we don’t ever want to be boring.

Next: Best Golf Games To Play That Aren’t Mario Golf: Super Rush

Ultimate Golf! can be downloaded from the Google Play Store and Apple Store.

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