M M A RRRRRRRR IIIII OOOOO M M M A A R R I O O M M A A RRRRRRRR I O O M M AAAAAAA R R I O O M M A A R R I O O M M A A R R IIIII OOOOO GGGGGGGGGGG OOOOO L FFFFFFF : G O O L F : G O O L FFFFFFF : G GGG O O L F : G G O O L F : GGGGGGGGGGG OOOOO LLLLL F : A DDDDDD V V A N N CCCCCC EEEE A A D D V V A A NN N C E AAAAA D D V V AAAAA N N N C EEEE A A D D V V A A N N N C E A A DDDDDD V A A N NN CCCCCC EEEE TTTTT OOOOOO U U RRRRRRRRR T O O U U R R T O O U U RRRRRRRRR T O O U U R R T O O U U R R T OOOOOO UUUUU R R By:Me ------------------------------- ~Test~ ------------------------------- Just a note to myself that this is 79 characters: ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGGGGGGGGGGGGGGGGGGGGG ------------------------------- ~Version History~ ------------------------------- Final-Another Final, only because LEK requested the info wanted me to put in. Final-My FAQ is now fully completed! Every last thing in the game and more is in this FAQ. Yay! 4.00-So major....I finished the glossary! I never thought I'd do it.... Just a few more sections and the final version will be on it's way! 3.65-A few more words, now pointing out this is a full walkthrough. Just a few details left like finsihing the glossary, and the last few sections! 3.60-v_v working hard to finish the glossary.....it may take awhile. Just finsihed up to the I section. 3.55-Yay, I have like 200 words already in the glossary...like a million more to go. More updates possibly today and tomorrow as well. 3.50-Finished the Gamecube Link-up section. Now it's putting (sp?) in every word from the glossary! 3.25-Finally finished the very long and extensive Multiplayer part. I will start the rest of the FAQ very soon. Final version is close. 3.00-Just finished the 2-Player Go-Go-Gates, half done with 3-Player and 4- Player yet to come! Also added the Custom Ticket locations and the clubs you can get from each ticket! 2.75-Finished all of the Quick Game mode section. Now it's time to work on the Multiplayer area! 2.50-...I must have too much free time....added another section about 3/4 done with (FAQ completion nearing 70%). Expect the final version within a week! I put in half of the Quick Game Mode section. 2.00-o_O another update in the same day??? Pointless but I got a lot of work done making me happy. Progress is about 65% completed. Finished the Mini-Game section. Help would be nice! I put in the Leveling Up/Gaining Exp. section, more to come! 1.75-Sorry for the lack of updates as I've been busy lately but added a ton of tips reguarding leveling up and now people can tell me advice on stats and holes and will be credited :) (I must be ATTN'd on the board though, _NO_ _EMAIL_!) 1.50-Finished explaining all of the match games. Besides that nothing else new. 1.20-Added another section, made some new tips on power meter, fixed few errors in spelling. 1.00-First version printed on GameFAQ's. .5-Starting my 2nd FAQ! Hopefully, it'll be one I'll be commited to fully completing. ------------------------------- ~Intro~ ------------------------------- Most of you know me as Deathborn 668 on thy boards. This is my second FAQ and I'm making this because I have nothing better to do in my free time... >_> <_< Mario Golf: Advance Tour was made by the genisus at Camelot. They are also resposible for making the Golden Sun series and go figure, this game is wayyyy related to it! This game is the sequal to Mario Golf for GBC and is a match with Mario Golf:Toadstool Tour for the GCN. If you want to contact me about this FAQ for some info I don't have..feel free to at [email protected] Please no Spam or hate mail please. Just compliments or stuff I don't have. Thanks. -------------------------------- ~Contents~ -------------------------------- ================================ I.Characters ================================= II.Controls II A.In the field II B.While golfing II C.While swinging II D.Swing Meter II E.Leveling-Up II F.Custom Clubs II G.Clubs ================================= III.Story Mode III A.In the beginning... III B.Getting started C.Marion Club-Tourney Help and things to do D.Palms Club-Tourney Help and things to do E.Dunes Club-Tourney Help and things to do F.Links Club-Tourney help and things to do G.Mushroom Tourney-Tourney Help and things to do H.Match game against Joe I.Doubles Match Game against Joe and Putts J.Match game against Sherry K.Doubles Match game against Sherry and Grace L.Match game against Azelea M.Doubles Match game against Azelea and Tiny N.Match game against Kid O.Doubles Match game against Kid and Gene Yuss ============================================== IV.Mini-Games on the map IV A.One-Club Challenge IV B.Next Gen Epoch Golf Mini-Park IV C.Coo-Coo Course IV D.Elf's Short Course IV E.Go-Go-Gates Forest IV F.Club Slots =============================================== V.Quick Game Modes V A.Stroke Play V B.Character Match V C.Doubles V D.Speed Golf V E.Club Slots V F.Go-Go-Gates V G.Near-Pin V H.Training V I.Singles Star Tourney V J.Star Doubles Tourney =============================================== VI.Multiplayer VI A.Stroke Play VI B.Match Play VI C.Doubles VI D.Skins Match VI E.Club Slots VI F.Go-Go-Gates VI G.Near-Pin =============================================== VII.Linking to Toadstool Tour VII A.How to Link VII B.Now what do I do? VII C.Linking Back VII D.Additional Help VII E.What/how can I unlock/stuff? =============================================== VIII.Glossary VIII A.Every word and more from A-Z!!! =============================================== IX.Worst Case Scenario (WCS) guide =============================================== X.FAQ (Frequently asked questions) =============================================== XI.The Lee Eric Kirwin Files =============================================== XII.Credits =============================================== --------------------------------------------- ~I. Characters~ --------------------------------------------- Mario 212Y drive (Straight) We all know him. The most famous star in the Mushroom Kingdom. Peach 203Y drive (Straight) The famous Princess Peach Toadstool of the Mushroom Kingdom. Yoshi 208Y drive (Straight) Mario's loyal and trusted companion. Donkey Kong 215Y drive (Far left curve) AKA DK, famously has been Mario's rival. Luigi *Unlockable* 206Y drive (Left curve) Mario's "in the shadows" brother, left out of many adventures. Bowser *Unlockable* 217Y drive (Far right curve) Mario's long time archnemisis. Waluigi *Unlockable* 209Y drive (Right curve) Luigi's evil brother who must be the straingest Mario character (he appeared out of nowhere in Mario Tennis 64) Wario *Unlockable* 210Y drive (Far left curve) Mario's evil brother who has a ton of greed. Neil xY drive (?????) You determine his stats. Main charcter of the story and a fine student of Kid. Ella xY drive (?????) You determine her stats. Main character of the story and a fine student of Kid. Kid 270Y drive (Right Curve) Your teacher. He lost his golfing abilities in some bizzare accident. (Stupidly, you have to beat him in a match somehow...the irony of this!) --------------------------------------- ~II. Controls~ --------------------------------------- The controls in this game are easy and quick to learn. ------------------------ II A.In the field ------------------------ Control Pad-Move around A button-Confirm decisions, talk to people B button-Deny choices, hold to run around Select button-On character data menu, push to change clubs Start button-Bring up Start menu L button-Not used R button-Not used ------------------------------- II B.While golfing ------------------------------- Control Pad-Push up and down to change clubs, left and right to aim your ball. A button-Start power meter B button-Push to use a Power Shot, hold to go into Impact Marker Mode Select button-Go into Camera Mode to look around the hole. Start button-Bring up Start menu L or R buttons-Move cursor on Power Meter (VERY USEFUL!) ---------------------------------- II C.While swinging ---------------------------------- A button-Start the power meter then push again to set power. Impact point is set automatically (AKA-the Auto Swing) B button-While the power meter is moving, push B to set power, then as the cursor returns to the starting point, push A or B to set Impact. (AKA, the Manual Swing) Note:While doing Manual, while setting thge Impact Point, you can push A then A again for topspin or B then B for Backspin. or AB for Super Topspin or BA for Super Backspin. Putting starts with the A button and you set the power with A or B and the meter stops. However, if it is raining putting is at 66.6% power, so hit 1/3 harder than normal! --------------------------- II D.Swing Meter --------------------------- I will give you som tips on teh Power Meter. Here it is: 200Y (L) v (R) ___ [---------------------|-------] |___| The blue line above the cursor (The vertical line) is the randomly set impact zone when using the auto swing. The red line below it is the impact area for the Manual Swing. Reguardless, even when using Auto, the cursor MUST land within that zone. Thusly the ball won't be terribly miss-hit. See the "v" pointing at the end of the meter? If you stop the power there, then line up the impact perfectly, the ball with follow it's simulation line! You can use L or R to move the arrow (AKA the "v") and the simulation line will follow! This is pretty useful. Now for Impact Marker Mode. While setting up your shot push and hold B to enter Impact Marker Mode. You can set a little "red dot" on the ball, which is where you will strike on the club, and the simulation line will change! This is useful for getting around trees. Here's a pic: --- ----- ---O--- ----- --- The "O" is where it's initially set, but you can change it's placement in this mode. Another pic: __ /...\ /....\ |..O..| \.../ \.../ --- OK! I know it's pretty damn bad, but the "."'s represent all the places you can set the Impact Marker to. Helpful right? ------------------------------------- II E.Leveling Up ------------------------------------- By beating mini-games, completing courses, winning match game challenges and many other ways are how you get Experience Points. Also the difficulty of the challenge you beat also determinies how much Exp. you get from it and in the case of beating a course your overall score. For instance beating Marion Course with a score of -12 isn't gonna net you as many Exp. points as getting a -12 on Links Course. The same goes with mini-games. Although they are preset the amount is better on more difficult clubs than easier ones. Same goes for thr games on the map. From levels 2-39 the amount of Exp. for both characters continually increases by about 5-20 each level, starting with 15 Exp. to go to level 2 ending with about 340 Exp. to get to level 39. Levels 40-99 all require 350 Exp. points no matter what. If you get a 1-Up it will instantly level up the character of your choosing with no Exp. required. There are only 2 in game which are in the big tree on the map and in a barrel behind Peach's Castle though. However if you own Toadstool Tour gor the Nintendo Gamecube, if you beat (Star) Petey Pirhana, Boo, Shadow Mario, and Bowser Jr., you get a 1-Up each time you beat 1 of them when you reconnect to Advance Tour (They must be beaten by your custom characters). You also get a 1-Up for beating all of the practice challenges on hard with your character and for beating (Star) Bowser Championship. When leveling up the screen will look like this: LEVEL UP!!! Name:*Your name here* Level X (What ever it is) Drive: XXX------>XXX Height:||||||||||-|||||||||| Lower Higher Shot:||||||||||-|||||||||| Fade Draw Impact:||||||||||-|||||||||| Narrow Wide Control:||||||||||-|||||||||| Poor Good Spin:||||||||||-|||||||||| Weak Strong ...and then show the markers for where your stats are currently. You then have the choice of increasing one of your stats (Impact and Control are counted as 1 stat together). Most of the other stats except drive decrease every level up. So with all these stats and only 98 level ups what is the best plan for me? Well, I can help (And the good people of GameFAQ's can help too). Your stats are like pawns and bishops etc. on a chess board (lol, I hate chess). In chess you need to think a couple turns ahead of your opponet and think of a plan for how to win, and backup plans if something is to go wrong. Exact same situation here. You must increase a stat for the future while thinking how will this affect my stats later. Expect when stats are to go down (Control and Impact go down 1 every level, Height and Shot can go down by 1 or 2 ever 2-4 levels, Spin doesn't decrease for about 5 levels). So by level 99 and starting now what should I plan my stats to be????? Well, drive isn't too important off the bat, but continually level up if the rest of your stats are good. By level 99 you should have at least 275Y drive, Height if you chose Ella should be between +1 and -3 anything else isn't necessary. Neil should have between +2 and +5 or either it's not worth it or your ball is too high. Shot should be middle if you have a low drive or +3 to -3 if you want some easyness around obsticles. Control and Impact should be +4 each, especially Impact because who knows when your ball will land in the heath!!! As for spin, I left it at -10, and my spin is still good. Don't bother with it really... Here are my stats at Level 99: Drive:315 Shot:Straight Height:Middle Control+Imapct:+10 Spin:-10 Pretty damn good eh?? noelle26 has this easy way to get to Level 99 in a matter of hours: First of all you need the following: 1 GCN 1 Copy of Mario Golf:Toadstool Tour 1 GBA to GCN Link Cable 1 Game Boy Advance/SP 2 Memory Cards And a lot of patience Start up Story Mode in Advance Tour to the point you can save then do so and turn the game off. Now connect to the GCN and to Toadstool Tour. Keep Advance Tour on the title screen and have Toadstool Tour go to the main menu (Make sure the GBA Cable is in the second controller slot!) Now you'll be taken to a screen where you need to push teh A button on the GBA a few times to tranfer your Advance Tour characters to Toadstool Tour. Now using your Advance Tour characters from the main menu, do anything with them. Near Pin, Ring Shot, Tournements, Character Matches, pretty much every mode except Training at the end gives you a little screen that says "Experence Level XXXXXXX" Those X's reprent a number, the better you do in the mode you picked, the higher that number. It represents the amount of Exp. Points your characters will recieve when you link back up to Advance Tour again. Now do a ton of modes so your "Experence Level" keeps building up (It doesn't show the grand total) so when you think you have enough stop. Now put the second Memory Card with NO TOADSTOOL TOUR DATA in slot A, the other in Slot B. Now copy the MG:TT data to Slot A Memory Card. Now do the previous steps to transfer your characters to Toadstool Tour. Now on the main menu there will be a link icon. This ios how you link up back to Advance Tour. Now tranfer Exp. to Advance Tour and if you go a lot, you'll go up a ton of levels! Now after transferring erase this file of TT, and copy again from slot B. Repeat this process over and over again until you're at Level 99 in Advance Tour. Depending on how much Exp. was earned in Toadstool Tour, this may not take too long at all. Have fun! ----------------------------- II F.Custom Clubs ----------------------------- That hut in the woods is the Custom Club maker. Bring him a custom ticket, then choose a club from the list of clubs you want then he'll make them. There are 3 A ticket's, 2 B tickets, 2 C tickets, and 1 D ticket. Be careful, they are 1 use only! Custom Ticket A-In the Custom Club Maker's hut, check the cabnet. Custom Ticket A-Complete all 4 courses in the Go-Go-Gates Forest mini-game. Custom Ticket B-Knock out Blooper in the Palms practice area. Custom Ticket B-Beat all 3 difficulties in the Next Gen Epoch Golf-Mini-Park. Custom Ticket C-Beat Pokey in the Dunes Practice Center. Custom Ticket C-Beat Monty Mole in Links Practice Center. Custom Ticket D-After winning Links tourney*** in Story Mode talk to Kid and he'll hand it over. ***=It's unknown what the official requirements are. Some say from Doubles Mushroom Tourney, some say Doubles Links, some say singles to the both. I can't be sure. ------------------------ II G.Clubs ------------------------ Here is the list of clubs in each ticket selection and their effects: A Tickets: Straight-Clubs that make your shot striaghter. Your shot is made closer to the center by 2 points (or 1 if it was 1 from the center) and control goes down by 1. Low Fly-Clubs with low trajectory. They will decrease your height by 3 but decrease spin by 1. Good for woods. POW-Clubs with highly increased distance. Your distance is increases by about 12% but Fade/Draw is worsened by 1. Great for drivers. :) Sweet-These clubs increase your impact lots by 2 points but worsen your Draw/ Fade by 1. Control-These clubs increase control by 2 and worsen shot by 1. Use these if you're bad at hitting the sweet spot. B Tickets: Super Straight-Your distance gets cut by about 7% but will increase your shot to Straight automatically. Quite useful for mega draws. By restarting I'm getting this info, so if it makes your shot perfect, I can't be certain. Heck, each point of straightness may cost some distance! Backspin-Clubs with a special backspin effect. Spin goes up 2 and control is down by 1. These will put a little backspin on by itself upon landing. Super Sweet-Your Impact is increased by 4 points (!!!) but shot goes down by 2 and control by 1. (!!!) Super Low Fly-Height gets lowered by 5 points (!!!!!!!) and spin is lowered by 2. Pretty good for high hitters! C Tickets: Low-Fly Spin-These clubs have a great backspin effect and gives low trajectory. The worsen control by 2, but raise spin by 2 and make shot closer to straight by 2! Sweet Control-These increase height by 2 points, worsen shot by 2, but increase Impact and Control by 2. Pretty good for yo irons! Super POW-Quite possibly the best clubs for woods, these increase distance by about a whopping 30%, but increase height by 1 and worsen shot by 2, and worsen control by 1. Still, these are damned good clubs! Straight n' Low-Clubs that, go figure, hit low and straight. Increase shot to center by 2 and height lowers by 2, but control and impact go down by 1. D Tickets: Risky-These clubs increase drive by 40%!!!!!!!! The catch? Height is worsened by 2, impact is the lowest and control goes down by 2. WOW! You must be perfect every time. Even if you're 1 pixel away from the sweet spot, that OB may be your balls new home. Careful now! Super Spin-Increase spin by 5, lower control/impact by 2 and shot is increased by 1. I hate spin, so why would you like these clubs? --------------------------- ~III Story Mode~ --------------------------- --------------------------- III A. In the beginning --------------------------- The game starts off with you choosing your character. You can either choose the boy Neil, or the girl Ella. After that you decide wheater your golfer is left handed or right handed. YOUR CHOICE IS PERMENENT! Then you are given their initial stats and you begin the real story. In Story Mode you will be using your character in an RPG style golf game. You earn Experence Points by beating challenges and stuff. You can then distribute the earned Exp. between you and your partner. When you level up, you're given your stat screen and you choose to increase 1 stat. The stats are Drive, Height of ball, Ball trajectery (Shot, fade/draw), Control and Impact, and Spin. -------------------------- III B. Getting Started -------------------------- It all starts off with you and Buzz/Helen racing to the front of the Marion Clubhouse. Now you are about to go through literally 10 minutes of endless and very pointless diolauge. There aying that Kid (who speaks as well) has trained you 4 well and hopes that you go for the goal of being the ultimate golfer. Now you head through the clubhouse and to your club lodge. You'll be shown the room you will be staying at. After the endless conversation ends you will be able to control your character. ---------------------------------------------------- III C. Marion Club-Tourney Help and things to do ---------------------------------------------------- Start in your Club Lodge and talk to your partner in the other room. When your done, head out and to the exit at the bottom of the screen. You will be in the Caddie Master's Area. There are many places to go and do here. We'll start by going to the Marion Club Practice Area which is two areas to the right of the Caddie Booth. What do you do here? You'll participate in many challanges and get Experience Points and Star Holes. Exp. P. you use to level up your character. When they level up their stats change and you alos change them. Star Holes are Mario-ish themes for normal holes. You sometimes unlock 1 or 2 after beating a Mini-Challenge in the Practice Center. In the Practice Center we'll start by heading to the driving range which is to the left of the entrance. Talk to the pro (all pro's where sunglasses) to initiate the "Best Spot" challenge. What do you do? Your given 10 shots and at least 7 of them MUST land within a circle that you choose. When you talk to the pro you are given 3 "Best Spot" circles. The first one is about 200Y out, the second circle is about 230Y out and the last circle is about 265Y out. Now the challenge begins. Hit your ball to the circle you choose. It's best to put Super Backspin (BA) on the ball to ensure it stops in the circle. Land at least 7 balls in there to win. The first circle is Easy difficulty. The second being normal and the last being hard. You gain a little Exp. each time you do this. Now head to the right and up a small passageway to 2 people, 1 being a pro. The challenge is this. Your gonna aim for the green and try to stop the ball within the circle. Do so 7 or more times to win and gain about 35 Exp.P. It's about a Medium difficulty challange. It's quite easy to screw up badly and be sure to take winds into account (Although they shouldn't be much of a problem). To the right of the entrance is a Putting Green. This is another challenge. You'll be putting from about 22-30 ft. for 10 putts. You need to sink at least 7 to clear the challenge. The green is easy and the hills aren't to massive. The fact they are short putts should be enough for you to win on your first try. From the green take the little shortcut above it to head to the Approach Area. Here you can enter 2 contests. Both will teach you how to approach the green when your near it. In both challenges hit inside the circle at least 7 times to pass. They are both short approach shots so the challenge difficulty is easy. Now, only one star (you get a star for completing a challenge) remains. To the right of the approach green is a hard to see path with a sign saying "DO NOT ENTER!!! Sneaky Klepto territory!!" For thou who don't know who Klepto is he is the infamous desert buzzard who's been in a few Mario games. At the end of this path you see Klepto across the pond clawing on to a Koopa shell. Push "A" and agree to Practice here. Now aim for the shell Klepto is holding and fire away. If you hit Klepto or the shell just right he will drop the shell and Klepto will leave. If you miss, Klepto will show a grining emocion and fly off. Leave the area and come back and he will re-appear. When you win, the Koopa will pop out of his shell and give you a power drink, this item raises the drive of the character of your choosing by 2Y with no downside. Let's go for a little sidetrip. Head to the Marion Clubhouse and take the left path _Not_going_ upstairs. There will be a door at the end and you will be outside the entrance to the clubhouse. There is a barrel here and if you check inside it you will get a Super Drink which will raise a characters drive of your choosing by 3Y. Head back to the Caddie Master Area and talk to the Caddie at the booth. She'll ask if you wanna enter the Marion Club tournement. Hopefully your prepared enough so let's begin. I'll be doing a step-by-step coverage of every hole for each course. Hole 1-422Y It's a straight hole. Watch out for the bunkers on the sides of the fairway and you'll be fine. The green slopes majorly at the top of it so aim for the bottom of the green. Hole 2-383Y A dogleg left hole. Aim your first shot towards the hill leaning towards the ocean. This will set you up for a clean 2nd shot to the green. The green slopes a lot at the right side so aim for the middle or left side to ensure an easy birdie putt. Hole 3-176Y A simple Par 3. The green, like most Par 3's, is quite small and has a lot of undulation. It's best to lay up and hope the ball will bounce close to the hole. Hole 4-545Y A long but straight Par 5. Aim your drive towards to hill on the right side of the fairway. The 2nd shot should be played carefully, making sure no trees get in th way of your 3rd shot toward to green. The green all over has massive slopage so be careful where on the green you put the ball on your 3rd shot. Hole 5-359Y A dogleg right hole. Position the first shot near the hill on the right side of the fairway. The 2nd shot should be placed near the center of the green, which is flat. Hole 6-366Y The hole takes a 90 degree turn left to the hole, but still most golfers can easily reach it in 2. Aim the tee shot near the water which'll position you for a clear 2nd shot. The green is flat on the right so aim your shot there. Hole 7-494Y A long winding hole, start by aiming near the close bunkers, making sure the ball doesn't land near the closeby trees. Put the second shot as close to the green as you can. The green is mostly flat with few hills making an easy birdie putt. Hole 8-178Y Aim for the itsy tiny weeny green atop of a hill. Make sure the ball doesn't land up short, because making shots from the bottom of a hill is total hell, making Par pretty hard. Hole 9-395Y This straight Par 4's tee shot should land near the big hill. The next shot should be put at the middle or top of the green, as both areas are relatively flat. Hole 10-345Y Aim the tee shot at the turning point of this dogleg hole. The green, however, is quite nasty. Aim for the small flat areas at the right and left middle parts of the green. Make a good Birdie putt position. Hole 11-538Y Aim for the first hill. This shot puts you a meager 280Y away. Aim for the second hill at the turning point of the dogleg. This puts you at a clear 3rd shot. The green has soft hills and is mostly flat for an easy birdie. Hole 12-190Y Teh green is shaped like...[Woman body part insert here]. The green has soft hills so a putt from anywhere shouldn't be too hard. Just make sure the tee shot doesn't land.....off the green. Every green is easy to miss! Hole 13-388Y Aim for the first hill. The 2nd shot to the green should be placed anywhere in it's vincinity as it's a very flat green. Hole 14-421Y Aim for the middle of the 2 trees in the center of the fairway. The 2nd shot is an easy one, however the left side is massively sloping while the right side is flat so be careful. Hole 15-391Y You understand the drill? Aim for the first damn hill. The 2nd shot to the green is hard so make sure you actually land on it. Aim for the left half of it which is the biggest. Hole 16-405Y Aim for the top of the close hill. (Gee, been doin that for a while). The next shot to the green should be laid up so that bounce brings it to the front of the green near the pin. Hole 17-190Y Meh, it's a good sized green. Mostly flat for where the pin positions are so birdie isn't much of a challenge. Hole 18-527Y A finishing Par 5! Aim as close to the hill as you can. The 2nd shot should be played to the thin fairway near the bunker. The green has a lot of slopeage so the 3rd shot should be accurate and put close to the hole. Congratulations on beating the tourney! (Assuming you did...)! If you got a score of -9 or better you will earn a star hole for beating Marion Club's High Score! You also get a star hole for winning the tourney and you watch the celebration and trophy. The trophy is sent to your room in the lodge and we are out to win the next tournement. Head out into the world map and walk to the upper left corner of the map which you will find the second club-The Palm Club. Palms are a beautiful sea-side retreat, however the course is dotted with water hazards and the ocean is present on a lot of hole. It'll test your ability as a golfer to avoid the hazards. Let's start by going to the Practice Center. ----------------------------------------------------- III D. Palms Club-Tourney help and things to do ----------------------------------------------------- This place has quite a lot of things to do. Head to the left to the Approach Range. Here talk to the pro for a little contest. Chip the ball to a circle within 2 yards of the cup. This is quite an easy challenge. Next, go to the entrance area but to the right this time. Talk to the pro at the driving range to do another "Hit the ball to the best spot" challenges. There is only 1 target though so you'll do this once. The circle is about 205Y out so you should easily reach it. Put Super Backspin to ensure it won't easily roll out of the circle. North of the driving range is the putting green. There are 3 stars available here, one for the easy, normal, and hard difficulties. Talk to the pro and choose the difficulty. The harder it is the smaller the circle is. Putt the ball to within that circle 7/10 times to win. It's pretty difficult on harder difficulties. Now for the last challenge, Palms has water right? Water means water animals right? This IS Mario Golf. Head to the right to a small path and down a bridge to the ocean. There is a Blooper (The famous Mario squid enemy) taunting you so let's whack him back! Practice here and aim for his big head. After you hit or miss him he'll move to the other side of the ocean. Head back near the approach range where there's another small path leading to the ocean. Blooper will re-appear there. Hit or miss him and he'll move back to where he was before. Hit him 3 times to KO him and a Custom Ticket B will wash apon the shore. We'll talk about these tickets later. Now it's time to beat the tourney! Talk to the caddie and enter. The Palms course, like I said, has lots of water. So try your best to avoid it. NOTE:I will be doing my tips assuming your drive is around 220Y! Hole 1-406Y Hit the ball to the hill close to the pond at the middle of the hole. The 2nd shot should be played to the middle of the green which is the flattest, although the green isn't to undulated anyways. Hole 2-398Y So hazardous tree-wise on this hole. Bomb a straight drive to the hill. (They put hills in the "best spots" haven't you figured out?) The 2nd shot has two options. You can lay up at the front of the green with large undulation pointing at the hole, or aim close to the back of the green where the is a small flat area. Hole 3-506Y If you can't reach the first hill 230Y out then use a Power shot. The second shot should be placed as close to the green as you can get it and it should be an easy approach near the hole and a short birdie putt from there! Hole 4-380Y Obvious isn't it? Aim for teh mysicital hilly 220Y out. The green from there isn't too far, place the ball near the fairway so that it bounces to a good spot near the hole placed at the front of the green. Hole 5-190Y Finally a Par 3! This is a VERY dangerous Par 3 because under-hitting the ball will hit the hill and bounce away from the green and over-hitting will have your ball drowned in the water. Let the ball hit the fairway and bounce and roll to the hole. Hole 6-401Y Aim close to the left side bunker (avoid it, but it's near the best spot) so you have a clear, straight shot to the green. The green is "8" shaped with little undulation so birdie shouldn't be a big problem right? Hole 7-485Y Use a Power shot to get close to the top hill bunker. Very possible if you want a risk, try another power shot to the green. If you DO make it you might have an Eagle! The green slopes left and right a lot at the front of it so aim for the back. Hole 8-198Y A safe Par 3. Lay up on the fringe so the little bounce carries you to the hole in a flat area. Hole 9-408Y Aim as far right from the 225Y Palm trees as you can, their placement on the second shot can and will hurt you. The green is small with little undulation so use the "Property of Bounce" as I call it! Hole 10-413Y Palm trees left and right! Aim for the large area in the middle of them. The 2nd shot to the green must carry high enough so the palms don't get in the way. The green is wide but thin, and tons of undulation to the right. Aim for the left area of the green. Hole 11-400Y Risky? You bet. 2 options on the first shot. Lay up on the hill or power it past the small river to the island 230Y out. Either one puts you for a good green shot, which by the way has massive slopes on the middle and left areas but a small flat section on the right. Go for it. Hole 12-192Y Nice pin placement....</Sarcasm> Well, you got a fat left side, thin right side, pin on the right, water guarding the front-right of the green, OH the annoyingness. See that diagonal path to the hole, all flat? Aim for it. A 32ft. putt awaits if you can do it. Hole 13-517Y If you can't reach the hill near the palms, use a power shot. The second shot is a little tricky. Positioning the ball near the trees is good and bad so take ino account how your landing point will effect the 3rd shot to the green, which is large and flat at the middle. Hole 14-426Y Aim as far left to the fairway as you can reach. The second shot can't be in the way of the trees. The green has massive undulation at the top and is flat at the bottom. Hole 15-200Y Simple? No. A downhill par 3 with a small green and large greenside bunkers.... swallowing up a missed tee shot. The green is flat in the middle and right so avoid the lefter portion. Hole 16-393Y Try to lay up as close to the water hazard as you can. The next shot to the green needs to reach it, as the green is atop a hill and the green is quite slope friendly. Hole 17-551Y Evil? YES! Aim to the middle of the nearby hill putting you in for a good 2nd shot to another nearby hill 200Y away. The green fortunatly has little slopeage so putting is easy. Hole 18-410Y Ah the end! A narrow Par 4 so aim carefully to avoid the trees for a hard 2nd shot. The green is quite slopey save for the middle, so aim there. Congradulations on beating the Palms Tourney! Great job avoiding those hazards it seems? Well, we still got 2 more clubs left to dominate, but first we'll take a little side trip. In the world map head to a large cabin in the woods. This is the Club Maker's Hut. He'll exchange Custom Tickets for new clubs. First, check his cabinet's for a Custom Ticket A. Now talk to the Club Maker and you'll be given a screen with different clubs on them. Choose one for each ticket. I reccomend the Super POW clubs with your C ticket and maybe some club giving a straight or low shot with your A ticket. A little note:The letters are a bit off meaning that A tickets aren't very useful, but with little downside however, D tickets have the greatest use but the biggest downside. Choose your clubs carefully. Now head back to the map and into the desert area and into the Dunes Club area. ------------------------------------------------------------ III E. Dunes Club-Tourney help and things to do ------------------------------------------------------------ Well, like-wise from the other clubs we'll start at the Practice Center. Dunes Club is famous for it's thin fairways, massive amount of bunkers and a bad lie area, the Waste Area. Dunes has the fewest stars to earn so we should get 'em fast! Start off by heading to the leftern Driving Range. The pro will give you the low-down and you'll choose your difficulty. You'll have to use your irons and hit the ball about 180Y and land within a circle on the green. Do this 7/10 times to win easily. The harder the difficulty the smaller the circle and also keep an eye on the wind. Now head to the far right to the putting green where the challenge here is you'll be putting about 30-40ft putts. Sink at least 7 of them to win. The green is pretty slopey so be careful as this is a hard challenge. Now head north to the approach range and enter the approach contest. Whack the ball into the circle 8/10 times to pass. The wind is a key role here, adjust accordingly. Now head to the right and north. Go through the paths and read the sign saying "Dangerously high Pokey presence in the area". Head into the sand and a Pokey (Annoying orange cactus Mario creature) will appear. Hit your ball into his body and if you hit him he will lose one segment of his body. He'll then move to a different area and the path there should be obvious. Because he loses a part of his body each hit becomes harder. Hit him 3 times to earn a Custom B ticket! Now it's time to enter the tourney. Note:My help gudelines are assuming your drive is about 235 yards! Hole 1-414Y Get your ball behind the group of cactuses on the first hill for a clear second shot. The green is undulated at the front and is flat near the back, although pin placement is usually near the front. Hole 2-415Y Uphill 'tis. Aim as close to the bunker at the top of the hill as you can assuming you're still on the fairway. The green, small, is quite flat providing a safe 2nd shot and easy birdie putt. Hole 3-560Y Fugly this hole is! What is worse than a double dogleg??? Aim between the 2 hills about 245Y out. The second shot needs to be played near the second turning point of the dogleg, giving a clear 3rd shot. The green is small with a flat middle and heavily undulated sides. Hole 4-160Y This hole actually has a big green! The right half is quite undulated while the left half isn't too slopey. I think you know where to go.... Hole 5-454Y Distance here. Aim for the top of the first hill or lay up at the bottom of it. Either way it's a clear shot to the green which is not only small, but heavly sloped. Hole 6-393Y The hill with the cactuses? Try your best to get past them all as the next shot will be much easier. The green is oddly shaped, but fortunatly quite flat. Hole 7-425Y Aiming close to the bunker seems to work, so do it. Cactuses may get in your way of the second shot to the large green, which is quite flat through the middle. Hole 8-175Y A small green...but a large fringe! Try to land it on the green or at least the fringe as chipping from the bunker isn't liked much. The green has heavy undulation at the middle, and slight undulation at the sides. lol, if you turn the hole upside-down it reasembles a goomba! Hole 9-526Y Aim towards the bunker on the first hill. If you think you can make it to the small island in the water ('bout 250Y away) go for it, it'll put you in an easy 2nd shot to the green. Even if you don't, chances are your second shot'll land on the green anyways, which has heavy slopeage making a hard Eagle putt. Hole 10-425Y Lay up close to the water so your second shot, to a heavily sloped green, is able to clear the protruding cactuses. Hole 11-174Y A pea shaped green, on a pea shaped island, in the middle of a large pond. AKA, don't mess up. The green is heavily undulated at the back, and not as much everywhere else. Hole 12-400Y Aim for the middle of the large first hill, but, there is a cactus to the right of you on the tee shot so those with massive draws will have trouble. Thr 2nd shot to the green, which is flat in the middle and a bit hilly on the outside, is pretty big so easy birdie. Hole 13-511Y Try to land your ball _BEFORE_ the first bunker. If you don't, your ball may roll into cactus territory and have a hard second shot which should be landed near the group of 4 bunkers. The green is heavily undulated so be careful. Hole 14-415Y Lay up as far to the right from the cactuses as you think you can get. They'll pose a problem for your next shot to the green, whih is quite undulated at the top, and flat most where else. Hole 15-171Y The intsy witsy ball flew to the intsy witsy green. lol, it's a tiny green. Undulation small though everywhere so careful where you land it. Hole 16-433Y Aim as far as you can although you'll probably only make it near the hill with 2 bunkers on it's sides. The next shot is a clear one to a green with massive undulation at the bottom and flat at the top. Hole 17-475Y Left.....left some more....there! See that little area of fairway? Go for it! Put Super Topspin in case it doesn't reach it. (Note:If you miss, chances are you'll come up short into teh OB!) Now the green is within reach, which is small with little hills. Hole 18-423Y Power that ball past the bunkers on either hill, distance tells where you can go. The green here is "8" shaped with little undulation. Congradulations on beating the Dunes Tourney! Did win problems affect you? Take any risks? Anyways, we have 1 club left to dominate-The Links Club. Links is famous for it's thin fairways, massive rough and even worse:Heath. This grass swallows your ball and seriously depleates the power of the next shot (You lose about 60% power while in heath) so avoid it at all costs. Also, you'll be seeing winds reach up to 22MPH!!! Links is hard....but you can do it! Note:I'll be giving my hints assuming your drive is around 245Y! But first, a little side-trip. Head to Marion Clubhouse and from the entrance take a path to the left and out a door. You'll find a barrel out here and by searching it with A, you'll find a Super Drink raising your drive by 3Y! ------------------------------------------------------------ III F.Links Club-Tourney help and things to do ------------------------------------------------------------ Links Practice Center is evil! Why? The challenges will truly test your abilities. Links Club is at the top right corner of the map. Start by going to the left to the putting green. This challenge is hell. You must sink 7/10 putts. The catch? Your putting from over 100ft. almost every time!!!!! Putts 1,2,3,4 don't need to be adjusted. Putt 5 needs to be a little bit. Putt 6 is straight in and putts 7,8,9, and 10 need to be adjusted a lot. The last 4 putts are the hardest and I have reason to believe putt 10 is rigged. If you are having trouble, skip this for now (I certinly did!) Head back to the right and up th 2 bridges to the driving range. The challenge here, like the other clubs is to simply hit the ball into the "Best Spot" 8/10 times. The catch? Let's throw in some wind blowing over 15MPH about 48% of the time! Even worse is that the "Best Spot" is on Fast Fairway, a new addition to courses. To it's name, Fast Fairway when landed upon makes your ball roll so much farther then it normally would. Put Super Backspin on every shot and hope for the best. Another thing: WATCH THE WIND! The circle is about 240Y away, and if you can't reach it, try later when you have more distance. The final challenge is north at the approach range. The pro will give you a difficulty:Easy, Normal or Hard. It's the Chip-In challenge! You have 10 tries on Easy to chip in once, Normal it's twice and for hard it 3 times. This is quite hard, I reccomend using a 4W because the wind doesn't effect you that low but it's has lots of roll to reach the hole. Make sure your Impact is high before this though, as you'll be hitting from bad locations from rough to heath! But........we had Klepto, Pokey, Blooper....what now? Monty Mole is attack to far northern part of Links so find the path up there and whack him on the noggin with your ball. 3 hits does it. After each hit or miss he'll move to the other side, find the path on the other side of the Practice Area (Near the Putting Green) to reach him. Now....time for the Tourney! It's the last one! Remember, high winds, small fairways, lots of heath and little "humps" that'll upon contact may send your ball flying elsewhere (rolling near one doesn't hurt though). Fast Fairways should be taken into account too! Good Luck!!! Hole 1-424Y Aim for that Fast Fairway but if you can reach it put Super Backspin so there's no water involved...The green is quite small and undulated so approach your 200Y 2nd shot carefully! Hole 2-557Y Aim towards the fast fairway being sure to avoid the heath nearby. The next shot is a bit tricky. You should aim for the fast fairway....but it may land you in the heath. Lay up before it if you arent confident. The green is large with massive hills on the outside and flat on the inside. Hole 3-168Y You thought high winds are bad? Put a high wind witha Par 3 and a small green and you'll have the Par 3's at Links. The green is hard to stay on but it is mostly flat with little undulation. Hole 4-436Y Get near the first hills' fast fairway while trying to avoid the ever present heath. The green sadly is long but pretty damn thin, and even worse has a lot of undulation. Hole 5-475Y A safe first shot thankfully near the little bunkers and heath. The green, like before is quite thin with a lot of hills. Hole 6-226Y Small green and a lot of undulation on the right... What to do? If there's low winds go for the hole. If high winds lay up on the fast fairway with normal backspin. The ball should have enough speed to land near the hole. Hole 7-433Y Land on the fast fairway with no backspin. It's a risk, but at the right angle you'll land on the fairway. Now the green hee is of medium size with some pretty harsh hills on the left. Putt thoughtfully. Hole 8-527Y Go for the fast fairway with some super backspin. This puts you safly for a second shot to the other fast fairway near the green. Hopefully the roll will get you close to it as the green though is big with some hills, not to much. Hole 9-442Y Aim down the middle of the large hill as close to the fast fairway as you can come. The green is large with a lot of undulated small hills so a putt isn't too hard. Hole 10-209Y 1 option really here. Go for the green, put backspin on if you think you overshot and hope for the best on this small and heavy hilled green. Hole 11-422Y Aim atop the hill past the tiny bunkers for a nice spot to the green, which is medium sized and massivly undulated for the top half. Hole 12-571Y Aim the tee shot towards the fast fairway with super topspin to get the most out of the extra speed (there's a lone tiny bunker there, but the odds of you getting into it are 1:17). Next shot should be a power shot to a spot very close to the small green, which is very hilly so make a good approach. Hole 13-389Y Use a power shot and aim right of that group of trees. They will harm your second shot. The second should be played carefully to avoid overshooting the very small green which has a lot of undulation in the back of it. Hole 14-456Y A shot getting close to the hill or the fast fairway is good. This sets you up for a good 2nd shot to the green with heavy hills, but a whole flat area in the middle. Hole 15-173Y Ouch! A small green with heavy undulation is not good. But still as long as you follow the winds you'll land an easy birdie. Hole 16-517Y You're gonna have aim for the fast fairway unless jOO prefer the heath. A good second shot shoudl clear the river, and leave a short shot to a small and pointing towards the hole undulations. Hole 17-433Y Aim for the fast fairway 240Y out leaving a clear shot to the....large green? Big target and the flag is always in the large flat middle so birdie should be easy. Hole 18-468Y You'll need to power shot the ball across the river also making sure the ball hits no heath. The large green has massive undulation in the shape of a square, with everything being flat. Congradulations on beating the difficult Links Tourney! You'll recieve your trophy and see the credits. Afterwords you'll be back in your room in the Club Lodge. In your partners' room on the table is a letter saying that for beating the Links Tourney you are the ultimate golfer so you should head to the Marion Clubhouse and stand in front of the Mario face shadow in the sun. Head there. NOW! There is a light there and by pushing A Toad will pop out of it and greet you on your victory and by beating the 4 clubs you've earned the right to play in the Mushroom Kingdom. When your ready talk to Toad and head into the light. Mushroom Tourney, the final final tournement, here we come! But, if you want to you may have noticed a big tree you can go up to on the world map. There's a 1-Up in it if you desire to use it. It'll automatically increase one of your characters by 1 level. ---------------------------------------------------------------------- III G.Mushroom Tourney-Tourney help and things to do ---------------------------------------------------------------------- Peach will be delighted upon your entry. She'll ask if you're ready to play the Mushroom Tourney. Say no so we can look around. Behind the castle is a barrel which contains a 1-Up. Use it if you wish. That, sadly, is really there is to do here, beside enjoy the music. Talk to Peach to start the tourney. The Mushroom Couses contains heath, fast fairways, tremendous amounts of OB and water hazards, many obsticles and a new lie:Play Panels. Landing your ball on one will trigger an event on the hole, whether it's the green moving or a new island appearing. Play Panels have the same lie as being on the fairway. Note:I'm doing these tis assuming your drive is around 260Y! Hole 1-193Y Mario's face! Nice music, hard course! Ahhhhh....Oh yea! The green here has undulation on pretty much everything so you might as well just go for the hole and hope for the best! Hole 2-467Y Aim towards the center of the two large star shaped bunkers which'll put you in good position to attack the small and heavily undulated star shaped green. Hole 3-470Y Aim for the fast fairway between the 2 water hazards with pirhanas sticking out (If you hit the ball inside its mouth it will spit out the ball nearby on the fairway). The second shot to the thin green is hard to stay on, but heavily undulated (like almost all the holes here) so approach carefully! Hole 4-564Y A change to the settings of Bowser Badlands from TT, the tee shot should try to be landed on the play panel 275Y away. Thusly, you destroy the nearby Bob-ombs. The second shot should be played as close to the green as you can get the ball to. The green itself is long and a little thin with hills on the outside and flat on the inside. Hole 5-443Y Like before, try to land your ball on the play panel making a path easily to the green. The green is very small and fortunatly not very undulated. Hole 6-164Y This hole is hell!!!! Not only do you have a tiny weeny green with massive hills at the bottom left corner, but there's a water hazard in front, huge OB area right behind the green (It's goop from SMS lol!) and of course the ever present high winds. You must be careful as the wind is the biggest factor on this hole! Hole 7-450Y Aim the tee shot towards to closest Play Panel to you or, if you think you can reach it, the 2nd or 3rd Play Panel. The next shot is tricky. There are a bunch of rocks in front of the green with a little opening between 2 though. Unless you can clear them by hitting high enough you'll need that opening to take you to a minorly sloping green. Hole 8-552Y We had waste area's, Bob-omb's....now lava! So much OB! Aim the drive to the second patch of fast fairway in hopes you land before it (or after it no biggie). The 2nd shot should be played close to the Mushroom in the middle of the fairway and the 3rd shot should be placed as close to the hole as you can get on the mega sloped and small green. Hole 9-424Y I doubt you can make this but aim for the play panel/fast fairway near the left Thwomp. The 2nd to the green needs to fly high to avoid Thwompy there and the green is small, with lots of undulation by the hole and flat elsewhere. Hole 10-436Y Now Chain Chomps! The chained beasts have a little blue area...their "pen". If the ball enters it it's OB! Aim towards the first Chainy avoiding him and the lava nearby. The green is clear away and is...lol, Pac-Man shaped (the missing "pie piece" is fringe) and is quite slopey. Hole 11-203Y A small, crown shaped green is what you got. Finally a green that isn't too undulated but the tee shot must avoid the back-green water and front-green Bob-ombs. Hole 12-428Y 1,2,3,4,5,6,7 Play Panels! Aim for whichever one you can reach. It triggers the volcano which'll move the green location left. Perhaps this is good depending on where you landed the 1st shot. The green is small and undulated at the sides. Hole 13-368Y Aim towards the Play Panels. All that happens is that the pirhanas change ponds. The green is small and has so much undulation....like all the other greens... Hole 14-566Y Aim for the fast fairway or land the ball as close to the Thwomp Play Panel as you can. The next shot should be put as close to the green as you can risk it. The green itself is small and massivly undulated...again... Hole 15-196Y ....****....this is one mean hole. A large green? Must be dreaming... The hole though is on an island surrounded by lava OB and some guarding Chain Chomps. Although undulated, still easy to make birdie. Hole 16-495Y This hole takes "small green" to a "hole" new level... (OK...bad pun). Aim for that play panel! If you're in the rough you're in trouble. The green is tiny... and on a small island in a HUGE lake. I hope you have good control as this undulated green is all skill to even land on! Hole 17-417Y To simplyfy this hole, land on the closest Play Panel. It'll move the green to an easy location for you. The green is small and not THAT undulated, but when isn't it? Hole 18-556Y Oh the joy! Or not....I guess drive the ball to the fast fairway moving to a Play Panel if you can simply moving an island. Next shot should be to the next island avoiding OB if you can. The green is tiny and is way to undulated. Try for a finishing birdie! Congradulations on beating the hard and I meant hard Mushroom Tourney! You'll watch the ending credits and return to your Cabin. Now only half the tourney's have been completed as you can see...Let's get cracking on the Doubles Cup! NOTE:If you have any tips on a particular hole you find hard or can give good advice on feel free to ATTN me on the boards and give me hole advice. You'll be credited. LIMIT 6 HOLES PER COURSE PLEASE! --------------------------------------------------------------------- Helpful tips and tricks whilst on Doubles Cup --------------------------------------------------------------------- Talk to your partner in the club lodge and say "Doubles Play". Your partner will walk around with you so you can do Doubles Cup tourneys. I will not explain holes again as quite frankly, it'd be pointless and impossible. The CPU controlls your partner! Believe me, they'll do the worst job. Here are my tips and tricks -Remember, you can save and quit and when continuing, you restart the hole you saved on. -The CPU does worse the better you play and plays better the worse you play. -The first few holes the CPU takes about 15% power off of drives. After a few birdies that'll change to 25% off. -Sometimes Par is the best option especially when the CPU tees off on a Par 3. -Careful of Par 3's, if your playing well the CPU will NEVER reach a Par 3 green. -The CPU however is excellent at putting and getting Chip-Ins. You can rely on that though. -Give her good lies, and good positioning on your tee offs. Those are really my only tips for this annoying mode. The game I suppose was made to be harder this way I guess.... Good luck on beating all High Scores for Singles and Doubles for each club. If you manage to do them all goto the Trophy Room in Marion Clubhouse and if you were there before you should know that a golden club is there for each high score you get. By beating all of them those clubs are replaced by statues of Mario for Marion, Donkey Kong for Dunes, Peach for Palms, Luigi for Links, and a statue of YOU for Mushroom Tourney. Nice! Toad says he did this for you and Toad will also hand you a Hyper Drink (Raises drive 5Y!) ------------------------------------------------------ III H.Match Game against Joe ------------------------------------------------------ Head to the Marion Practice center and go to the putting green. The disco freak (lol, it's true) Joe will be there to hapilly take on your Match Game challenge. You 2 will go head to head on the Marion Course, best of 18 holes. Rules are simple. If you get a better score than your oppoenet, you get a medal, but if your rival gets a better score than you, he gets a medal. If you tie a hole you both become 1 medal closer to winning (after tieing 1 hole, every 2 holes you tie takes 1 medal away). Be the first to get 10 medals!!! Let's just say that Joe plays like a loser. He massivly takes off power on his swing (Like if he uses his driver for 215Y, he'll hit it so the ball flys like 180Y). He sets the impact point way off and don't get me started on poor Impact Marker placement. Heck, I wouldn't be surprised if you win all 10 holes straight! He's easy, no sweat. If you beat Joe you will unlock the One-Club Challenge mini-game on the map. ------------------------------------------------------- III I.Doubles Match against Joe and Putts ------------------------------------------------------- The pre-pre Marion Club champ Putts is here to take revenge!!! Or not... With your doubles Partner with you talk to Joe and Putts will somehow enter the screen and you all will enter the Match game. Joe may have actually leaned something, but Putts will act like an idiot. I have seen them get 1 birdie, and that would be on the 7th a Par 5. If you can get bridies and eagles and have enough guts to watch Putts hit the ball behind trees I see no reason you should not win easily. -------------------------------------------- III J.Match game against Sherry -------------------------------------------- Near the entrance to the right area at Palms Practice center awaits Sherry, the former club champ til you came around. Let's get a Match Game started!!! We will be playing at the lovely Palms course and Sherry isn't gonna have the best of luck today. She won't set Impact off too much but she does screw up the Impact Marker. She won't reach most par 3's in 1 shot so take that to advantage. She can make a few Chip-ins and is pretty good at putting so watch out! She's still overall easy and she can easily be beaten. She'll occasionally hit the water hazards dotted around the course, thus making the hole easily won for you. If you beat Sherry you will unlock the Next Gen Epoch Golf-Mini-Park (what kind of name is that???). --------------------------------------------------------- III K.Doubles Match game against Sherry and Grace --------------------------------------------------------- With your doubles partner go up to Sherry and soon enough Grace, the former- former club champ will come to you guys. Time for another doubles match! They both play smartly and don't do what Joe/Putts did and that was go off course. Chances are they'll hit the water on the first hole and that's pretty much their only screw up besides missing a few green's in regulation and Par 3's. It's not TOO hard but don't let your guard down to these two as they can thwomp you if you let them.... -------------------------------------------- III L.Match game against Azalea -------------------------------------------- Near the entrance to the Pokey section of the Dunes Practice Center lies Azalea the flower.....whatever...Anyways it's time for another Match game and this time it's at the Dunes Club! If you remember, all Dunes is is a big ass bunker. ...A bunker which Azalea isn't gonna go into. It's quite evenly matched between the both of you. She won't mess up quite often (still messes up the Impact Marker)but gets quite a lot of birdies, some pars, and an eagle here or there. She can chip in quite well when just off the green and winds are low. However, she doesn't putt to great so count on her messing up on those heavily undulated greens. Defating Azalea will unlock the Coo-Coo-Course mini-game on the map. ------------------------------------------------------------- III M.Doubles match game against Azalea and Tiny ------------------------------------------------------------- With your doubles partner talk to Azalea, and Tiny, the big, bad muscle head will appear from nowhere happy to challenge and beat the living poo off of you! Still Dunes, the infamous Tiny can whack a drive 265Y with a slight Draw. He does though have bad Impact and Control so if he messes up the Impact placement he will (or should I say his team?) will pay. They will get Eagle's onm every Par 5 like 85% of the time so you and your partner should have drives over 240, thusly you can easily reach the green in 2. I indeed do admit that the earlier you challenge them, the harder it is so you should wait until you have giant drives or if you think you can kick their asses, go ahead and beatem. ------------------------------------------------ III N.Match game against Kid ------------------------------------------------ In the driving range of the Links Practice Center is your old teacher, Kid. How stupid can programmers go when it comes to saying he can't golf and you have a match game with him??? He hits a whopping 275Y with a slight draw and bad control and impact. The winds like before and always are high at Links and Kid actually pays attention to the wind. However, teh fast fairways unfortuatly work against Kid and he'll commonly find himself hitting a bare 50Y out of some heath which gives an easy victory on some holes. Kid is damn well on the Par 3's so careful of their high winds. ------------------------------------------------------------------ III O.Doubles Match game against Kid and Gene Yuss ------------------------------------------------------------------ This is it. Teh final match game. With your doubles partner talk to Kid and I think we all know what happens. The result end winner of this game all depends on your partners stats. If they have good Control and Impact with good height you'll be all set. If your partner faults in one of those catogories, you may have a bit of trouble. Gene Yuss has poor control and impact but a mediocre drive of 250Y and a fade. Gene Yuss gets a little over excited on Par 5's, sometimes hitting a ball into the heath. The most important thing to do it as always pay attention to the wind, the major factor besides your partner in this match. ------------------------------------- IV.Mini Games on the map ------------------------------------- ----------------------------------------- IV A.One-Club Challenge ----------------------------------------- Exiting from your club lodge and a few pixels northward on the map is the wonderous One-Club Challenge. What is it you may ask??? The name says most of it. You will go on 4 Par-3 holes and you have to land the ball within the circle around the hole on every hole. Just 1 catch. The club you use on the first hole is the club you will use for the rest of the challenge (Don't worry, the first hole is the longest). The wind is really low here, not going more than 4 MPH. On the first hole try to overshoot and put (Super) Backspin on the ball so it rolls back into the circle or you can lay up infront of the circle and let the ball bounce into the hole that way. The first hole is 140Y away. The second hole is 73Y away and a little uphill. Use super backspin to ensure the ball comes to a stop in the circle. The third hole is 132Y away and is downhill. You'll be using almost full potential of the club you choose. Once again backspin is a must for safety. The final hole is 116Y away and on a hill. Backspin will just stop the ball dead in it's tracks so aim a little before the hole so you can stop the ball in the circle. Now you will earn your Exp. oh boy! However that was just the easy difficulty. On medium and hard the circle becomes smaller! Thusly making the challenge really hard. Overall can you do it??? The grand prize is a Custom Ticket A and a Super Drink. ----------------------------------------------- ~IV B.Next Gen Epoch Golf Mini-Park~ ----------------------------------------------- This challenge is just a little south on the map from the One-Club Challenge. This challenge combines the last 3 holes of the Marion Course (16,17,18) and combines them into 1 big Par 7! For your information 16 was Par 4, 17 Par 3 and 18 Par 5. Your destination? The green on hole 18! Here are my tips reguarless of drive. Get as close to the green (without actually landing on it) on 16 as possible. The next shot should be played a little....dangerously as I call it. This is because you have 2 shot options this time. Aim for a small patch of fairway left of the giant lake although it has a tree that a bad postion could block you from the green it will easily give you an easy third shot to the green or you can aim right of the water hazard with few trees and large fairways but be farther from the hole. Either way you go you should be putting within 3-5 shots. The green is quite slopey but you should have at least 2 putts so nothing to worry about right? So you think. On Medium difficulty the Par is 6!!!!! This makes your drive quite important. And if that was bad check out Hard, it makes this a Par 5!!!!!!!!!!! Now every shot counts and making it on in 3 is quite needed. For the grand prize you get a Custom Ticket B. Oh boy... ----------------------------------------------- ~IV C.Coo-Coo-Course~ ----------------------------------------------- Dead north of the Mini-Golf-Park even though the path doesn't agree lies the OLD'D Coo-Coo Course. First check out the path behind the cabin for a barrel with a Super Drink in it. Now head into the cabin to see a dying old man.....>_> <_< yeah. The challenge this time is to get Par or better on their 525Y Par 5 hole. Easy right, maybe a river and some OB on it but nothing too bad. BUT, what if I told you there wasn't a single bit of fairway om the hole? Now what are you thinking. While "Pops" has been sick the old couple has stopped tending their hole. Ever since the hole has grown so much grass it makes the White House's gardens look good (lol). Now how does Par sound on this hole? If you have low Impact on your character let's just say "Welcome to hell". The best lie you can possible find on your tee shot is the semi-rough 200Y out. But still that far away? Heck no let's do some risky shooting if your Impact is up to it. There is a ton of heavy rough and heath about 275Y out VERY close to the river just beyond a group of trees. If you got good Impact go for it otherwise it's Semi-Rough choice for jOO. Now the second shot either way should be put on the semi-rough just over the river close to the green. The green is very small and worst of all if the ball goes north of the green it's OB (just beyond the fringe) so watch out! Undulated but possible and your reward is a lousy 120 Exp. and a Custom Ticket C (yay for that at least). ------------------------------------- ~IV D.Elf's Shot Course~ ------------------------------------- Right next to Links Course lies what looks like when you enter heaven, but while playing hell. This is Elf's Short Course. A simple 9 hole Par-3 course. Gee what's the catch this time?? Played the 1-on, 1-putt minigame in Toadstool Tour? That's what this is only windier and pissier. You have 9 hellish holes, winds hardly ever going below 10 MPH, small greens and most are far away. Sadly my advice can't be much help to you, you're on your own. Get it on the green (fringe don't count!!!) and putt for birdie. Repeat 8 more times. You're amazering prize is a dumpy 900 Exp. and whoop-dee-do a Hyper Drink! --------------------------------------------- ~IV E.Go-Go Gates Forest --------------------------------------------- Far left of Dunes Club lies a forest.....with gates!!! lol, Talk to the head master and enter the challenge for course 1. The object? Hit the ball through all the gates on the hole and still make Par. You'll do a Par 3,4, and 5 gate hole on each course. Let's start. Hole 6 This is impossible! </Sarcasm> Hit the ball through the really wide gate in the middle of the fairway. I think you by now should know what to do after this right? Hole 12 3 words. Go. For. Green. Hole 7 First shot should land near the red gate. 2nd shot should go through both gates and then you should be able to reach the green and get birdie (This is too easy!) Well that was the Marion Course but how about we continue to Palms?? Hole 12 Aim left of the green to split the gate and it's just a matter of "Bump-and- run" to the hole. Hole 10 1 stupid gate 300Y out. The difficult part? Asking why this is so hard to get on the green (Even though it's easy lol). Hole 17 Lay up near the huge line of gates. Next shot hit through them all landing near the last gate and then and only then is it a matter of making Birdie to finish up Palms! Well, Palms was a BREEZE (get it?) right? Dunes is next and we have actual difficulty! Hole 8 Way off the course of the hole, aim for the gate and lay up infront of it. This gives an easy shot to the green where a par putt is eminent. Hole 18 Lay up next to gate. Next shot hit through gate and away from green. 3rd hit go to green then putt par. </Robot talk> Hole 13 Lay up near the first gate then send the ball to the island. Then hit through it's gate and the gate guarding the green and I think that makes Eagle.... Well, if Dunes didn't make you SWEAT then maybe Links and it's insane gates will!! Hole 10 Hit through both gates and land just left of the green and another bump-and-run should par the hole. Hole 13 OK, this is hard. Hit near the 2 gates. This is the hard part. Manuver the ball so it goes through all 3 gates and lands as close to the green as possible. Now it's a matter of actually pulling that off but remember, 1 more very hard hole to go! Hole 16 WHY!!??? So evil this is.... Hit through the first 2 gates and land close to the 3rd gate and on that shot land near gate 4 putting the 3rd shot near the final gate and making a par putt with pressure, but if won rewards of Super Drink rain upon jOO! --------------------------------------------------- ~IV F.Lucky Country Club Slots~ --------------------------------------------------- North of Dunes Club lies Lucky Country, home of the infamous Club Slots. What do you do here? Ask the gambler head guy to play and explain Club Slots. What you do is this. On each of the 4 courses you play a Par 3,4, and 5 holes using the clubs you determined from the Club Slots. On the slots there is a Wood reel, an Iron reel, and a Wedge reel. On each of the reel's are a few stars and if you get all 3 stars you get to use any club in your bag! If you get a star but don't get all 3 stars, you don't get ANY club for that reel!!! There is absolutly NO advice I can give here. What would be the point? Stop the slots and play the hole. Get all 4 courses done and win a Power Drink... ------------------------------------------------- ~V.Quick Game Mode~ ------------------------------------------------- Do you not wanna do the story mode for a little while? Need a break? Want even more challenges? Quick Game mode may be right for you. It has over 10 different modes you can choose from Training any particular hole to the new Star Touneys where the compitition is much feerce and so are the greens. I'll explain all the modes and give advice on the modes that could use some (preferably Go-Go- Gates). ------------------------------------------- ~V A.Stroke Play~ ------------------------------------------- Stroke Play is pretty much a practice round of any course of your choosing. It is played from the front tees (Have you noticed that in tourneys you play from the back tees??) and not as much pressure. Just a relaxing round. You can play Marion Course, Star Marion Course, Palms Course, Star Palms Course, Dunes Course, Star Dunes Course, Links Course, Star Links Course, Mushroom Course (Personally I can think of better names), and Elf's Short Course (Only the front 9 is playable until his Mini-Game in Story Mode is beaten, then all 18 are available. It's a great way to practice a course for a tourney or just for getting easy Exp. ------------------------------------------ ~V B.Character Match~ ------------------------------------------ You've done this a lot already in Story Mode. All Character Match is is that you choose your character, choose the character whom you wish to go against, choose the course, tees, types of greens and let the battle commence! In case you have forgotton or this is your first time doing this the object of Character Match (Or more termly "Match Game") is to win 10 holes before your opponet does the same. If you win the hole, meaning you got a better score than your match, you earn a medal. The same goes for your rival. If you both tie a hole, you are 1 medal less away from winning each (This only happens on the first tie, afterward every 2 holes you tie you are 1 medal closer). In the event both of you are tied after finishing the 18th hole, you and your rival will go into Sudden Death where the person who gets the better score wins the match. The only point to this mode is get the Star versions of Mario, Peach, Yoshi, and Donkey Kong. Otherwise it's would be out of boredom, filling up the chart for matches in Records mode, or for getting Exp. ------------------------------------------------ ~V C.Doubles~ ------------------------------------------------ I don't think most of us had fond memories in Doubles Mode right?? Well, there are a lot of different modes you can play besides the usual tourneys and practice rpounds in story mode. There is the basic Stroke Play for the both of you, we got doubles character match, 4-Slot and 3-Slot matches (quite fun!) and lastly Skins Match which is like Match Play, only the winner of the hole gets a "Skin" and the players with the most skins after hole 18 wins! Another thing in this mode is that you don't have to have your Doubles Partner, you can choose whoever character you want to be your partner but they'll still act like idiots none the less! ---------------------------------------- ~V D.Speed Golf~ ---------------------------------------- This mode requires no introduction. How fun is this mode? Pick your character then select the course you want then tee off on the craziest and frenzic mode yet. If you're too much of an idiot to not realize what your doing, you're racing the clock to finish the course in the fastest time possible. Here are some general tips you should know when playing: 1.Try to get as close to the hole on your tee shot as possible as it'll make the next shots faster; 2.Trust the game to set up a good shot for you unless you see it's bad and 3.Take a few seconds longer to adjust putts. There you go now have fun in this crazy mode and try for a good record! ----------------------------------- ~V E.Club Slots~ ----------------------------------- Oh the random and exciting mode of teh Club Slots returns and this time with a choice. You get to choose between a 3-Slot machine and a 4-Slot machine. On the 4-Slot Machine the last slot is a bonus reel. You can get bonuses of no wind on the hole, extra mulligan, extra power shot, perfect sweet spot using auto swing and I think that's it. Other than that the mode is pretty basic. I think you know the rules. Clubs stopped by slots are the clubs used on the hole and getting 3 stars means using any club in your bag (however if you don't get 3 stars any stars you did get won't give you a club for that reel!!!) ---------------------------------- ~V F.Go-Go-Gates~ ---------------------------------- Ah the wonderous gates you must go! There are 6 gate challenges per each course so do you have what it takes to HOLE it in? (Really bad pun's....) We'll start our tour with the Marion Course's Gates and work our way from there. Marion Course: Hole 1:Silly Straight Those beautiful gates straight to the green...Please don't screw up or.....you must be bad at this game or have bad control to miss on your first try!!! Hole 2:Seaside Shots Aim for the shore making sure you go through the first gate. The seond shot should easily go over the next gate to the green and an easy Birdie. Hole 5:Barricade Blast Just lay up before the big tree in the way of all the gates so the second shot can land the green and pass over the tree and it's gates. Hole 8:Wall Woes Unpossible this is!!!! I assume that going for the green and hitting the gates 2ft. from the tee box is hard right? Hole 10:Get Up, Down Aim for the island...if you can call it that with the first gate and land near the next gate. Hit a short shot making sure it DOESN'T land infront of the tree. Par shouldn't be too hard from here. Hole 11:Harrowing Hills Aim straight for the first gate on the tee shot then the second should be played close to the next gate, having the 3rd go to the green and Birdie it in. Well that was Marion, now let's breeze through Palms. Hole 4:Between Palms The gate is an easy 275Y away from you and quite thin. It's best to go for it on your first shot then hit the green for a nice Birdie. Hole 6:Which Way? Super easy. Bomb a drive down the middle through the gates. But that sparkly sound isn't on. Why? You're going the wrong way. Hit the ball on either side of the gates having shot 2 going through the both of them, then landing on the green and sinking a Par putt. Hole 7:Wicked Restricted The game makes it sound terrifying. The gates are all lined up to the green. A long drive can hit through 2-3 of them. Getting Eagle isn't at all difficult. Hole 11:Carvin Marvin Lay up before the first gate then send the next shot flying through both gates and landing as close to the green as possible as well, hopefully getting that Par putt. Hole 15:Triple Bunkers Uhhhh.....This looks quite decieving. But a pro like myself can easily Birdie this hole. It's not as hard as it looks. Aim for the right part of the green so you will pass through 2 of the 3 gates. Now add super Backspin and if the ball doesn't roll through the thrid gate on the green make a chip (or if on the green an intentional long putt) through the gate then sink Par. Hole 16:Riverside Gates Try to land on the land past the first 2 easily passed gates then knock the approach near the pin past the last gate for Birdie. Well Palms was a breeze so how about Dunes to work up a sweat? Hole 2:Criss-Cross This is a bit tricky. Both gates intersect eachother at odd angles. Lay up near the gates and hit the next shot through the both of them. Then it's just getting to the green and Par. Hole 3:Ponder the Pond Hit it through the first gate and make another shot to the next gate through the pond and near the green where a Birdie easily lies ahead of you. Hole 4:Backtracking Quite to the name you must aim the tee shot towards the back tees. Here you will find the gate in the path to the green where you have 1 shot at Par. Hole 12:Thin-Inner Path Aim the tee shot through all 3 gates. The last gate is VERY thin. You must be precise and watch the wind if you wish to make it. Then Birdie shan't be hard. Hole 14:Odd Gate Out Taking "Evil little Par 4" to a new level, hit backwards to the back tees. The first gate is here now head out through the second gate and landing in a position to land on the green while making sure to pass through the last gate as well. Hole 16:Hokey Pokey This hole is quite basic. Hit through the first gate landing near the next, hit through that one landing near the last and then hit through that and to the green. Well, good on Dunes. Links is tough!....not..... Hole 3:Fairway Fringe Hit past the green and through the gate and after that it's a short chip and a putt away. Hole 5:The Groove Try to land as far behind the first gate as possible without landing in the deep rough. Now hit over both gates hopefully not draining the water and get a Birdie if you can. Hole 9:Slim Pickings Little choice here. Aim straight for the first gate making sure to NOT SCREW UP THE SHOT!!! The same goes for the second shot as both gates are thin to pass through. Hole 13:Backdoor It's just an easy matter of getting to the green, hitting the gate to the left of it and still saving Par. No tricks here! Hole 16:Goofy Gates Good god!! Hit the first shot past the red gate, o'er the river and into the rough. Next shot is through the second gate and I think a little common sense tells us where the 3rd shot will go and be for! Hole 18:Tricky Fairways A curve increases your chances of maing this only gate, positioned in a thin area on the fairway. Hit through it, get on the green and make that Par. Now you have beaten all of the Go-Go-Gates holes! --------------------------------------------- ~V G.Near-Pin~ --------------------------------------------- What is this Near-Pin mode? You play on the dreaded Elf's Short Course and play the amount of holes you want. The object is to get as close to the hole as possible. If you land on the fringe or anything else whose lie isn't "Green" then the distance is 100.00ft. After all the holes your added up distances from the hole is your score. For 9 holes my record is 32.12. I haven't been able to get all 18 holes, and I don't give a damn for them anywho. It's a fun little competition mode when your with friends top see who can get the best score. ------------------------------------ ~V H.Training~ ------------------------------------ Do you suck major ass on a particular hole? Wanna try some risky shot shortcuts and see if you do or don't suffer TEH consequences? This is the best mode to come to for all your needs. Choose any hole from any course you've unlocked, choose the tee boxes, types of greens, wind direction and speed, whether you want to play on the star version of that hole of not and get ready to tee off!! After every shot you'll be asked if you want to mulligan that shot or continue. This is an excellant mode to practice any hole you trouble on. Have fun discovering many new ways to the hole! ------------------------------------------- ~V I.Star Singles Tourney~ ------------------------------------------- More tournments???? Say it ain't so! Well in the the Star Tourneys you'll be playing what looks like a different course. You're playing on th Star versions of every hole. However you're playing on the Star holes you've unlocked. Otherwise it'll be the normal hole. The greens are different too. The putting meter is now half the size! Oh noes!!! This greatly increases the chance of error when doing Medium-Long range putts. The players also get better scores but by now you can already Birdie like every hole right? You unlock Star Tourney by beating all the regular Singles Tourneys. --------------------------------------------- ~V J.Star Doubles Tourney~ --------------------------------------------- As if normal Doubles wasn't hell enough they throw this out! This mode is exactly like Star Singles only with a partner. If you hate the stats of your partner you are in luck! You get to decide who your partner is! Go ahead, choose Mario if you want, matters not. CPU still acts like it's stupid self, but gives normal scores still to the leaderboard. Play well and follow the Doubles Play guidelines a couple sections ago for help and tips. ------------------------------------------------ ~VI Multiplayer~ ------------------------------------------------ Ah yes, when isn't a game fun with Multiplayer? You've played every mode that is here, but some are a little tweaked by the multi-showdown! You and your friends have the option of sharing the same GBA for all, or using their own GBA's hooked up by an Official Nintendo GBA Link Cable. --------------------------------------------- ~VI A.Stroke Play~ --------------------------------------------- Once again we tetirn to the most basic mode of all, Stroke Play. Just a simple round of golf, this time with your friends. Hit ball, wait for friends to hit ball, hit ball, wait for friends, putt ball, wait for friends.....it's kinda like that (only sharing if only 1 GBA) and remember if you haven't noticed, the player furthest from the hole gets to hit their shot until there's another person farthest from the hole. Same goes for putting and the player getting the best score on the hole tees off next. Otherwise if it's a tie the player whose number is closer to Player 1 (P1) goes first. Keep playing until the set holes have been completed and earn Exp. if Neil or Ella was used. Quite fun with a big group! ------------------------------------------- ~VI B.Match Play~ ------------------------------------------- The wonderful Match Play for 2 players to go head to head, mono to mono, see who has the skill, the nerve, and overall, best knowledge of the course and holes their on and playing. It's all about proper placement of the ball, getting to the green faster than your rival and taking fewer putts than them as well. Remember your goal is to earn all 10 of your medals before your rival does the same. If you tie a hole you become 1 medal less away from winning (Both of you) but this happens only after the first tie, this happens again after every 2 holes tied. Quite wacky for the friendly 2 some so get ready to kick your friends ass, just be sure it's not your ass on the griddle! NOTE: This mode is only available in 2-Player Multiplayer. You can't do this in 3/4-Player Multiplayer! ------------------------------------ ~VI C.Doubles~ ------------------------------------ We once again come back to the most hated mode evar to have surfaced in this game but Multiplayer makes this mode awesome. You get to choose the setup of the partners. If it's 4 people playing you go P1 and P2 vs. P3 and P4 or P1 and P3 vs. P2 and P4 or P1 and P4 vs. P2 and P3. In the case of 3 people playing make P4 a CPU and in the case of 2 people playing make P3 and P4 a CPU. At least now the stupid CPU won't get in your way! This mode is sooooooo much more fun in Multiplayer wouldn't you agree? Remember you also earn Exp. for using Neil or Ella as well, so this is a fun mode like the rest! (Of course every mode earns Exp. duh!) ------------------------------------- ~VI D.Skins Match~ ------------------------------------- 18 holes and 18 skins with 2-4 players as 1 group of friends, which player has what it takes to earn and win the most skins? Who has the knowledge, the skill, the drive, the control, and the right stats to do it? Skins with friends is all out baby! For getting the best score on a hole that player gets a "skin" which is like a point. If 2 or more players tie for the best score the "skin" is carried over to the next hole. All the players have a shot at taking the accumulated pot on the hole. It's a fun game and gets crazy as the holes wind down and the closer the players are. A fun mode this always is!!! --------------------------------------- ~VI E.Club Slots~ --------------------------------------- Oh boy. We got an already boring mode of golf here, and now all we gotta add is some Multiplayer action and I guess it's a little better. Still normal slot rules except you don't get points by strokes. You get a number of points depending on the score of the hole. You get 5 points for a Hole-in-One or an Albatross, 4 points for an Eagle, 3 for a Birdie, 2 for Par, 1 for Bogey and 0 for anything else. If you choose 4-Slots, the first 3 reels are the clubs, Woods, Irons and Wedges. The last slot is a bonus effect, you can get No wind for the hole, an extra Mulligan, an Extra Power shot, have the points for this hole double when you score, and that's about it. The points on hole 18 are automatically doubled so if you get the Double points reel you get X4 points on 18! ---------------------------------------- ~VI F.Go-Go-Gates~ ---------------------------------------- You have 2 options reguardless of the number of players. Have a face off where you choose the course, then you play on the 1-Player Go-Go-Gate holes and if you complete the hole you earn a point. Every player can get 1 point per hole. The player with the most points after all 6 holes wins or if there's a tie it goes into Sudden Death between the players tied. The other option is Co-Op mode where everyone goes into the same hole and you all must work together to pass through all the gates and everyone must make Par or better. Co-Op requires Teamwork. (Have you heard of it???) There are 4 holes per course in 2P, 3P and 4P Gates which depending on the amount of players has different holes (I.E. 2 player courses are different than 4 player courses!). It's hard but you can clear them all. I'll give my advice on the courses. 2 Player Courses: Marion: Hole 13:Pick and Choose This hole, obviously being the first 2-Player Gate hole, is easy. 1 player has to attack the gate on the right, the other going for the left. One player may need to lay up as they may not be able to reach the right side gate. Both players also must make Par or better to pass the hole! Hole 15:Big and Small The player that wants to go through the left side gates should lay up to avoid the rough, the person going for the right side gate should hit through them all on the first shot making Birdie for both players quite easy. Hole 17:Split Gates 1 player gets the easy job. They can aim right for the hole going through the left gate. The other player must avoid the right side water hazard and still get Par. Hole 18:Around the Bend 1 player must shoot through the red-striped gate on their tee shot, the other player laying up near the other. For the person attacking the laft gates, lay up before the second gate. The first player can hit through the left side gate of the second pair and still get to the green easily. Proper placement means an easy goal. Well that was Marion. Let's get ready for a more difficult Palms. Hole 1:Twin Gates 1 player needs to either bomb a drive over the lake and through the gate or land on the island and hit to the green and through gate on their second shot. The other player can easily hit the other gate, but it's best to lay up and hit through on the next shot, as the trees gurading the green could be a problem! Hole 8:Left, No Right! What a frikkin enjoyable hole....NNNNNNOOOOOOOTTTTT!!! The player with better impact should head right and hit the gate from the rough to the green. The other player needs to hit backwards to the back tees, and shoot the green from there. Either way, you're getting Par, and good as a long shot would be pissing at a could-be Hole in One! Hole 9:Hide and Seek This can easily be done with only 1 person. Hit through the right gate on the tee, the other player laying up near the other. The next shot for both players is to get on the green. This was quite an easy hole right? Hole 13:Double Arch 1 player needs to land infront of the path of 3 gates, the other player, no duh, needs to land near the path of 2 gates. The next shot for both players is simply go through those gates. From there it's getting to the green. The end of the easy and the start of the more difficult is up to come!!! Palms was a breeze, BUT!....will Dunes make you sweat? Hole 6:Double Trouble 1 player needs to be able to hit far. That player needs to go for the gate a major 350 yards away! The other player needs to lay up of the gate 150 yards away. From there it's getting on the green for a nice Birdie. The long hitter doesn't need to go through the gate. But if they don't, they will likely be in the messy waste area, a place most golfers hate.... Hole 11:Moon Gate The name was pretty much given from the fact the green is...well moon shaped. 1 player simply needs to go for the green easily going through the red-striped gate, but the other player must land on the rough infront of the blue-striped gate and hit the ball from there. It's still simple, just make sure wind isn't a problem. Hole 13:Gates on Parade Both players must land infront of a VERY thin gate 200 yards out. Both of your next shots need to land near the other pair of very thin gates. Oh the joy! And from there it's getting up and down on the green. Just make sure you don't miss the gates, also a straight shot, of a small draw/fade is good here. Hole 18:Cactus Battle Both players need simple to choose a gate they think is in their "easily reached" zone and hit the ball sky high over it. Why? Both gates are situated with a tall cactus in the middle of them. As they say, the only was to go is UP! From there a Birdie is quite simply made if you follow thy wind! Did Dunes make give you a heat stroke? Well here comes the ultimate Co-op, Links which'll......meh Links is a dumb name....no puns...>:( Hole 1:Two-Timers Both players' best choices are to lay up infront of the big and wide white gate. From there each player must decide if they will take the left 2 gates, or the right side 2 gates. Each pair of gates lead away from the green, both possibly ending you up in the rough. Pay attention to the wind and your landing point if you're Impact isn't up to date. Hole 8:Hello, Good-Bye! Dumb name.....lol....but you need both players to tackle the "+" sign pair of gates. From there you need to hit one of the 2 gates on both sides of the tree middle-blocking the fairway. The last gate is infront of the green, either player can get it as it's both of your goals isn't it? Hole 10:Fairway Fork 1 player simply needs to go to the green, hitting the red gate along the way. Unfortunatly nothings is easy for 1 of you, and the rough has your name on it for the blue gate tackling player. That player needs to worry about par, the other gets an easy Birdie chance. Hole 17:Staged Gates Wow...so hard! 1 player needs to hit the red gate and land on the fairway easily, but your "buddy" (Of course you could be playing by yourself this hole (lol) time!)needs to get that blue gate, while avoiding OB and that nasty heath and heavy rough. Both players now can easily aim for the green where no victory trophy for completing all the 2-Player Go-Go-Gates awaits! Great job on doing this! Nice job on beating this on 2-Player. But we still have 3-Player coming up, where the holes are tougher, and the gates are....more-er! Marion: Hole 4:Right, Left, Center Quite to it's name each player is gonna be taking a gate that's either left, right or to the center of the tee box. It's all choice really. From there even an eagle is possible, but being the first 3-Player hole, why isn't this easy? Hole 6:Why, Oh Y? lol at name. Everyone has an option. One player can land to the right of the red gates, the other 2 can easily hit past the red and blue striped gates. From each players' standpoint from there, Birdie is easily possible. Hole 12:Back to the Back Each player has to go back to the back tees (lol, I made the name of the course by mistake) and hit those gates, then go to the green from there. It's a bit tricky for that red gate but you can do it. Hole 16:Unfairway Wow....these aren't easy are they? 1 player needs to bomb a drive through the red striped gate, another needs to lay up infront of the blue striped gate, and the last should lay up in the bunker before the green to get the last gate. Some Birdie and Pars are around for all of you. Well, Marion was bad enough. Palms is even worse....! Hole 3:Gates all Over Holy crap, a jumbled mess is all you got!1 player can tee through the red striped gate. Another can risk through the red, but get OB or play a safe 2 shots through and the last gate is the same. Par is difficult for the other 2 players. Hole 10:Palms in Place A bit of a side-winder if you get the joke. Each gate is parrellel....or some term like that to you from the tee, making you lay up on the side of each gate. From there it's hitting through the gate and still saving Par for each player, do your best! Hole 12:Fly the Pond OK....5 gates. 1 player can get through 2 and go straight to the green, another goes right for 1, the last going left for the other 2. Par is a good thing to get, not too hard when you think about it. Hole 14:Triple Gate We had a hole like this before didn't we? Each player simply chooses the gate they want, then you all just need to bomb a drive through that gate. A very easy hole if you ask me. Birdie is too simple, same with Eagle! That was Palms. Not enough yet? Try a harder Dunes! Hole 5:Triple Trouble Why do they do this? This is the most irritating layout. Every gate is quite facing away from the tees, making a first shot through-gate quite hard. The red and red-striped gates are easy, the blue-striped should be approached, then hit into and onto the green. Each player should get birdie, but the player getting the last gate may get a Par if they can't hit far. Hole 7:Cactus Caucus Options...options...here. Each gate has a cactus inbetween them except the red gate. But that gate is the hardest to hit from the tee. You can lay up on it or attempt to nail through it. It's all choice. The other 2 gates should be hit sky high to avoid those cactuses. Not very hard. Hole 8:Crazy Bunkers Ouch.....one hell hole we're in! Par is for everyone. 1 player needs to go to the back tees, another needs to hit the gate that'll make you land in the green side rough, another must go way past the green to land infront of a gate, leading to the green. This is crazy mostly for the player needing to go to the back tees, the other players have easy approches. Hole 17:Bermuda Triangle Holey Hell! This is bad.....like we didn't know from the start. 1 player, assuming they have a straight and low shot and winds aren't bad, can hit past 2 of the 3 gates in the triangle. Another must lay up infront of the last white gate. Now there's the striped red gate to tackle, and we can all have a nice relaxing day after beating Dunes. Dunes was hard. Sorry to say, but I find some of Links' hole impossible. Can you defeat these hellish holes? Hole 2:Into the Firs See what I mean? Impossible. This hole, reguardless of what you may say or any amount of luck I find impossible. The thing I find hard is, you must hit 2 gates on 1 shot. That's it. 2 players must string through 2 gates and the last can tackle the remaining 1. But it's not all that simple. You could also have each player hit 1 on their first, then 2 players hit the last gates then you all go for the green. That's also hard to pull off as well. Whichever option you choose, good freakin luck, this hole isn't for the faint of heart! Hole 4:Disaster Flirt OB comes into play but altogether it's not too hard. 1 player needs to lay up infront of the left side of the blue-striped gate, another needs to lay up infront of the white gate, the last simply needs to land in a good postion so they can hit the red-striped gate. Now, altogether on your next shots hit through your respective gates (the first 2 people have 2 gates to hit through) and get to the green, where Birdie is actually possible. Hole 6:Zig Zag Again Oh god....why? 1 player needs to hit the right 2 gates, the other 2 players can both tackle the left side gates. This isn't TOO hard but a fade/draw here will help greatly in making Birdie easy. Hole 14:Bunker Hoopla Heh heh, nice word hoopla....anyways....:This may seem creapy, but the red and blue striped gates are both possible to hit on the tee shot if you got a straight shot and winds are low. This easily leaves 1 gate left on the course, open for any player to easily take! Great job on beating the insanely hard 3 Player Go-Go-Gates. We still gotta do 4-Player, and it's VERY VERY VERY VERY HARD! Some courses get more than 8 gates! Marion: Hole 3:Mountain Mount The first hole is always the easiest right? Each players simply needs to go for a different gate. No problems here really. Hole 7:V is for Victory Hah...not! Only the second hole...victory now? Pfft....The gates are a mere 320 yards away from the tee. Yay. Each player should have a gate in mind, and have their second shot either pass through it or land near it. This is a Par 5. As long as you get on the green in 4 or better you're fine. Hole 9:Sail the Trap For three of the 4 players, this is quite easy. 1 player needs to go long to pass the blue gate at least on their second shot, 1 player needs to go for the easily passed red, another for the same as easy blue-striped. The red-striped is at a 90 degree angle, which is hard for you. Land near it then shoot through so that Par is still an option, easy for everyone else isn't it? Hole 14:Step in and Out 1 Player has the option of hitting the blue gate but landing in heavy rough, or lay up and hit from there. The other 3 gates are just as easy to hit without much consequences. The red-striped one may put you in rough, but that shouldn't be much of a problem. Not hard yet.....Palms will change that. Hole 2:90 Degrees WTF? I can easily hit through 2 gates on my first shot, and the other player hits through the other 2. This lets the last 2 players freely go directly to jail.....hmmmm green. Not hard is it? Hole 5:Gates Around This is a little tricky. Like the name, all 4 gates are on all 4 sides of the tee box. 3 players are gonna get their asses screwed, 1 lucky person gets to go directly to green, do not pass bunkers, do not collect star. The other 3 players should worry more about their lie for the next shot although the 3 people could easily putt through the gates then shoot as if their still in the tee box! Hole 17:Bunker Buddies Yay! We're all buddies! Each player should lay up infront of a gate by their second shot. Then all ye gotta do si whack-a-ball to the green where a Birdie is waiting in the hole. Hole 18:Hilltop Gates Bill Gates? No....The player with a straight shot should hit the 2 gates to the right and land near trees. Each of the remaining player can tackle 1 of the gates on the left. Each player needs to take part. This isn't very possible any other way. That's Palms. Not tired yet? Dunes is waiting!!! Hole 1:High, Low, Sand 1 player can go for the red-striped gate and, chances are, he'll land in the sand. lol. The next player should go for the blue-striped gate and needs to hit it high to avoid the cactuses. Next player should go for the red gate and avoid the nearby cactus while landing in bunker. The last gate it blue and 325Y out, where you can also land in sand. Not too hard really. Just a lot of sand. :) Hole 9:Scattered Gates No multi-tasking here sadly....1 player can aim dead for the island and get 1 gate. Another can lay up near the red-striped gate and hit the island from there and get to the green. Anothe player can go for the far red gate near the green. If you can't find it, the last gate is behind you leading to the back tees. Let your long-hitter take care of that gate and you should be fine. Hole 10:Four-Gate Gonzo *what's a gonzo* Yeah, each player can easily go through 1 of the gates. I don't see any real challenge in this. The catch? There is none. Seriously, this is as easy as it gets. Hole 15:I'm Bunkered 4 bunkers. 4 gates. 4 players. 4 choices. 4 seconds to choose a gate. No not really. This is quite medium in difficulty. It all comes down to if you can hit approaches or not. Each gate will land you in the rough most likly. Land as close to the green so your 2nd isn't too hard for each player! That's Dunes. Here comes the home streach! Hole 7:Danger Dance 1 player needs to bomb the driver 325Y to the green and pass through a gate at the same time. The blue and red gates can easily be both passed through in one shot, this leaves 2 players and 1 gate left. This isn't very hard at all unless you didn't get both gates on 1 shot. Then it may be a bit trickier. Hole 11:Border Bunkers If you go for the red gate, it'd be in your best likliness to go for the 360Y away blue gate as well as you will land in the heath if you just go for that one gate. The blue-striped and red gate can also be passed easily in 1 shot, so 2 players can easily make their way to the green without any sidetracking. Hole 12:Trap Trouble Now were talkin hard! Wait that's bad....>:( A draw/fade is so useful here it isn't funny. The blue gate is not easy to get through. The red and white gates can both be covered with a big draw or by 2 people if neither players have that. The remaining 2 gates can also be easily taken down by laying up infront of them, and then whacking the ball to the green. This isn't as hard as it seems if only wind wasn't an issue. Hole 15:Stairstep Gates This is it. All of your work comes down to this. Don't mess up! This is too easy actually. Or so you think. 2 players can get the blue and red gates. The other players need to go to the back tees and hit their gates while landing on the green so they can still make Par. This can be tricky, especially for the last 2 people. All your work finsihed! Congradulations on beating all the Multiplayer Go-Go-Gates courses! --------------------------------- ~VI G.Near-Pin~ --------------------------------- Finally we have reached this mode. You and a number of friends compete on Elf's Short Course on the amount of holes you want. You have one shot to land on the green as close to the hole as possible. The amount of feet away from the hole is taken and added with every other hole. If you land on the fringe or any other place whose lie is not "Green" you will automatically be called 100.00 feet away from the hole. You can also do this by yourself in Quick Game mode where you are able to set new records for yourself. That is all the possible Multiplayer modes. Have fun with your friends (Or by yourself if you want to do Go-Go-Gates!) ------------------------------------------------------------- ~VII.Linking to Toadstool Tour~ ------------------------------------------------------------- What fun is Advance Tour normally without its excellant predecessor Mario Golf Toadstool Tour? The 2 games were designed to have linkable-access to eachother. Now with the right tools....errrr.....you can link up and enhance your gameplay with both games even more. Send over Neil and Ella and your custom Taunts to Toadstool Tour for a change. Anything you do in Toadstool Tour using your Neil or Ella will earn them "Experence Level" afterwards. This is how many Exp. Points you will recieve when you link right back up to Advance Tour. Your Exp. Level will stack up and you can unleash it all. Neil and Ella will earn the Exp. Points once after the link-up. Another great factor about Linking-Up is the fact using your characters in Toadstool Tour will earn you the other 45 Star Holes you CAN'T unlock normally by yourself in Advance Tour. All of the major details, including how to Link, and all the info you'll ever need will all be covered in this section. ----------------------------------- VII A.How to Link ----------------------------------- Linking for the first time ever is a little tricky but it's easy after that. You will need a few items for your linking pleasure: 1 Nintendo Gamecube 1 Game Boy Advance/SP 1 Official Nintendo Gamecube Memory Card 1 GCN Link Cable 1+GCN Controllers 1 Copy of Mario Golf:Advance Tour 1 Copy of Mario Golf:Toadstool Tour That's a lot of stuff, I know. First hook up the GCN Cable to the GBA, and insert the end of the cable into GCN Contoller slot 2. Now, turn on both the GBA and the GCN. Leave Advance Tour on at the Title Screen. On Toadstool Tour, go to the Main Menu, the screen will now change on both systems to a Linking Screen. Now, follow the instructions on the TV to begin your first linkup. After a few seconds the process will be done. Neil and Ella are in Toadstool Tour along with their custom Taunts, in Advance Tour you are allowed to look at your Toadstool Tour record data from the Record menu. If you ever want to link up again, you can now easily go to the "Link" menu from the main menu screen on Toadstool Tour. Just make sure Advance Tour is at the Main Menu! ------------------------------------------- VII B.Now what do I do? ------------------------------------------- Well you've just linked up for the very first time. Now what is on your agenda? Check it all out in any player mode. You won't see Neil or Ella right away, they are on their own list so hit down on the controller twice to see them. They will have thier respective stats as they were last in Advance Tour. Another thing you may not have noticed is the clubs you've unlocked in Advance Tour are available for use in Toadstool Tour! On the character selection screen push X to change the characters' clubs. Easy as that! Now, using your Neil or Ella go out and play some modes! We got the tournements, practice rounds, Ring Shot, Character Matches and so many other modes! Every mode except Training give you Exp. Points at the end. Also note that if you save and quit on a mode, you will automatically get your Exp. Points whn you save. When you continue you can still get more. --------------------------------------------- VII C.Linking Back --------------------------------------------- OK, so you've working hard in Toadstool Tour with your characters, getting a lot done. Now when your ready it's time to link right back up again. Choose the Link option from the main menu and follow the on screen prompts. Now all data will be transferred between the 2 games. Advance Tour will have their Toadstool Tour data updated as well as Neil and Ella get taken to the Exp. Earned screen where you may see a massive amount. You will also get any Star Holes you may have unlocked from Toadstool Tour. In Toadstool Tour, any changes to Neil or Ella's stats will gt updated as well as any new clubs you may have obtained. Your custom Taunts will also be updated as well. You should Link back and forth quite often or when you get something done. ---------------------------------------------- VII D.Additional Help ---------------------------------------------- Got problems when tranferring? Weird sayings with characters? I'll answer some of the more common problems. If you're question is not answered, feel free to call my attention on the boards! Q:When I try to Link up I get an error message? What's wrong? A:They are a few things that can faulter into this problem. If you don't have an Official Nintendo Link Cable that could be the case. Another way is if your Toadstool Tour memory got corrupted, or you should make sure there's the GBA Cable in Contoller Slot 2. Also Advance Tour needs to be on. Q:Why are everyone's taunts changed now? A:Nintendo must have programmed it this way. When you tranfer data, your taunts come with it and they are not just for Neil or Ella, they get changed for every character. The character will say their normal taunt but the taunt you see will be your custom ones. Sorry, there is no known way to fix this problem. Q:What do I have to do to unlock the Star Holes? A:Read my next section. Q:Can there be multiple Neil and Ella's? A:On Toadstool Tour yes. The first 4 different files of Advance Tour that gets tranferred to Toadstool Tour gets put in the Character List with their respective stats. I can not prove if this fills in the remaining empty spaces in Advance Tour where Neil and Ella are. If you know the definite answer please call me on the boards. wariofan63 has this to say: "You can use the original taunts of the Mario characters. Instead of using the A/B/X/Y or Control Stick, use the C-Stick and the D-Pad for the normal taunts. -------------------------------------------- VII E.What/how can I unlock/stuff? -------------------------------------------- Well, the only thing that you can unlock from Toadstool Tour are the other 45 Star Holes non available in Advance Tour. You get...: 6 for beating all 36 holes in a 1-Player Ring Shot (Using Neil or Ella) 18 for beating all Star Characetrs in a Character Match using Neil/Ella (Repeat for all of these steps) 1 for completing any side game except Birdie Challenge or 1-On, 1-Putt on Easy and Medium difficulties. 1 for each tourneyment except Bowser's. Also, when you first transfer Exp., you will unlock Luigi in Advance Tour! If you've collected at least 27 Birdie Badges from tournements in Toadstool Tour (Neil/Ella or not) you unlock Waluigi! Have 54 or more to get Wario, and have 81 or more to get Bowser. They all automatically have their star versions in Advance Tour. There you go. When you link back up to Advance Tour you will earn any Star Holes you may have unlocked! ------------------------------------ ~VIII.Glossary~ ------------------------------------ Are there some words or golf terms you just don't quite get? I'll teach you every word in the game, and throw in a few myself! ------------------------------------------ VIII A.Every word from A-Z!!! ------------------------------------------ Here's is all like 1000-ish or so words. Words with a "*" to the right of them are words I made up myself. 1W-Abbreviation of driver 3W-Abbreviation of a 3-Wood 4W-Abbreviation of a 4-Wood 5W-Abbreviation of a 5-Wood Address-Taking a stance and preparing to hit the ball. In a bunker/water, your club may not touch the ground Against-Refers to hitting the ball into the wind. This makes the ball travel less distance. Air Ball-A ball that flew higher than the golfer intended. Usually results in a short shot Albatross-A score of 3 strokes under par. Only available on Par-5's! All or Nothing*-A shot where if screwed up, can possibly cost the whole match, or if made, can have you majorly winning Alternate-A game in which 2 players on a team take turns hitting the same ball. Approach-A short-distance to the pin, usually less than 60 yards. Chip and pitch shots are often used for approaches. Approach Shot-A shot aimed at the pin from off the green Approach Wedge-This club is reffered to as "AW", has good loft and is inbetween PW and SW distance Apron-Refers to the green edge Average-The average number of a set of statistics Average Drive-A golfer's average distance off the tee box Average Putts-The number of putts on average a player takes on a hole Average Score-The average of all you scores in 18-Hole rounds AW-Abbreviation of approach wedge Back Tee-A tee box from which golfers hit their first shot of the hole. Farther than the normal tee box, used for tourney play. Backspin-A front-to-back spin on the ball that causes it to rise and float in the air. Backswing-During the swing, the backwards movement of the club from it's rest position Baffy-Another name for the 4-wood Ball-Oh god, you must be an idiot for even looking up this word. WTF is that white object you hit? Ball Mark-The dent or hole your ball makes when it hits the green. In real life you should always fix these Bare Ground-A spot where the grass is thin and dirt is visible. Missing on bare ground is awful whether it be this game or real life Baseball Grip-A method of gripping the club using all 10 fingers without overlapping Beach Bunker-A bunker that's on the side of the ocean. The lie is better than that of a normal bunker Bent Grass-The fine smooth grass that's used on most greens. Bent greens' are harder to read Best Drive-The longest tee shot a golfer has ever had Best Gross-The best true total score not including a handicap. A true measure of skill Best Position-The best, most strategic location to land your ball on a hole Best Score-The lowest number of strokes you've ever taken to play 18-Holes Bet-A wager on score, holes won, etc. Birdie-A term for holing out in one stroke under par Bite-The act of stopping the ball quickly as a result of backspin Blind-A state where the pin or grass can't be seen from the tee due to shadows or a dogleg Blowup Hole-Any hole where you miss several shots making a good score impossible Bogey-A score of 1 over par on a single hole Bombed*-Hitting the ball well over 400 yards Bottleneck-A VERY thin area in which to hit a ball past, with OB or walls making it's thin-ness Break-To score under par for a hole or round Breackneck Winds*-A term for winds higher than 15MPH Break Ratio-The percentage of holes where a golfer breaks par Bump and Run-A low, short chip which stresses the roll after landing Bunker-A hazard made of sand, also known as a trap. There are different types of bunker. It's best to avoid them Caddie-A caddie helps a player by carrying clubs and offering shot and putt advice Caddie Master-Caddie masters oversee caddies, deal with foursome or group formation, and set tee times Carry-The distance the ball travels from the time the ball is hit to the time the ball touches ground Cavity Break-A type of iron with a hollow backside and thicker edges, which enlarges it's sweet spot. They reduce distance, but give less errors Champion Tees-The longest and most difficult tees to shoot from. Also called black tees Chili Dip-When a short chip or pitch is hit fat, causing the ball to fly shorter than intended Chip-An approach where the ball is hit high, lands on the green and rolls toward the cup Chip In-To do a chip where the ball drops into the hole. Usually done without a putter unless on fringe Cleek-Rougly equivalant to a 1-Iron or 5-Wood Club-Are you a retard? And I thought ball was stupid.... Club Champion-The winner of a club championchip. Called "club champ" for short Club Face-The grooved part on the front of a club head that directly impacts the ball Club Head*-The bottom of the club, the part used to hit the ball Club Number-The number printed on the bottom of the club head. Refers to loft Club Set-The clubs carried in the caddie bag during play. Rules say a max of 14 clubs per bag Clubhouse-A country club's main building, where the lounge and locker rooms are located Collar-The green's edge Competition Golf-Competing against other golfers in competitions such as tournements Concede-To give up or forfeit a hole, or a match Course-The venue where golf is played. Normally, even Par is 72. A course usually has 18 holes, afront and back 9 Course Layout-The shape of a course, including the locations of cups, greens and hazards Course Management-Using strategy to make the widest, not longest, shots to post the best possible score Course Rating-A means of expressing course difficulty for a scratch player. By comparing ratings, you can find easy and hard courses Creek-A small and thin water hazard that flows through the hole. Landing in one costs a stroke penalty. These on some holes are located near the best position Cross-Bunker-A bunker that cuts across the fairway Cup-The hole in the green that you aim for. Marked by a flag or "pin" to be visible form afar Dance Floor-A slang term for a green IE:Well that ball will be on the dance floor... Dead Aim-Aiming for the pin rather than in front of it when attacking the green Deep-Refers to a drive hit really far Deep Rough-An area of grass that's longer than rough and even harder to hit out of Defending Champion-A golfer in a tournement who won the last time it was played Dimple-An indentation on a golf ball. Dimples affect control and air resistance Divot-The hole in the ground your club makes upon contact. IRL, always fix your diviots! Dogleg-A hole whose fairway turns sharply between the tee and the green. The shape of the hole resembles a dog's leg, hence the name Dormie-Im match play, the moment a player can simply tie their rival on the next hole to win the match Dormie Hole-In match play, the hole where a player can tie thier rival to win. Their rival MUST win every hole until after 18, where Sudden Death is played Double Bogey-Getting 2 strokes over par on a hole Double Eagle-Another word for an albatross Double Par-Refers to double the hole's Par. If you get an 8 on a Par 4, you got a double par Double Sandy-Hitting from a fairway bunker into a greenside bunker and holing out in 2 from there Doubles-When 2 players on one team compete against other doubles teams Doubles Cup-A tournement in which players on teams of 2 alternate hitting the same ball Downhill Lie-When a golfer addresses the ball and the back foot is higher than the right foot Downswing-The part of the swing where the club begins it's downward motion Draw-A shot where the ball goes right then swings back to the left Dribble-A terribly missed shot that only rolls the ball a few inches Drive-A shot hit with a driver from the tee box Driver-The wood with the longest drive distance. A good drive will help you win long-drive contests Driven*-Refers to a drive bombed over 400 yards Drives-in-fairway-ratio-The percentage of the time which the tee shot lands properly in the fairway Driving Contest-A competition to see who can bomb the longest drive off the tee on a given hole Driving Iron-An alternate name for the 1-Iron. Almost never seen in a set of 14 clubs Driving Range-A practice area where golfers can practice tee shots and other various shots Drop-To physically drop a ball in a playable area after hitting the ball to into an unplayable position Duff-Missign a shot by hiting the ground before the ball. This reduces distance Eagle-A score of 2 strokes under Par Eaten*-A term for a ball that's completly buried in a bunker Edge-The edge of a green Even-To get Par on a hole, or overall on the course Even (square)-When the players in match play have won the same number of holes Even Par-Playing a hole or course in the number of strokes established par for it Explosion-A technique of scattering sand or dirt to free the ball from a hazard and the sand wedge usually does this Fade-A shot that curves left, than curves back right Fairway-The tended grass that streches from the tee to the green Fairway Bunker-A bunker located beside or in a fairway Fairway Wood-An oversized club like a driver, but used for smacking balls from fairways Fat-Hitting the ground before striking the ball, which hits the ball short Flag-An alternate term for the pin Flat-A more shallow or horizontal swing Flier-A shot that flies farther than desired because of backspin Follow-through-The continuation of the swing after the ball has been struck. A big follow through is good on all shots Fore!-A typical warning to those on the fairway that the tee shot has been hit and may be heading their way Forged Irons-Unlike cavity backed clubs, forged clubs have a thin, solid face. Their sweet spot is smaller but they provide a longer distance Foursome-A group of four golfers playing together Fried Egg-A binker lie which the ball is half-buried, and resembling a fried egg Fringe-Has many different names, but this is the offical name for a green's edge Full Swing-A swing using maximum backswing and follow through Gallery-Spectators a a golf match Galloping*-A tee shot where when the ball lands, it tends to bounce a lot Gamble Shot-A risky shot through rough terrain Gimme-Where your opponent thinks you'll make your next putt and permits you to skip taking it. If you have 3 and get a gimme, your score is 4! Give Up-To quit trying to sink the ball Golf Bag-The bag used to hole golf clubs and other golfing equipment Golf Club-A place where one plays golf. And if you really stupid and wanna be a smart-ass, the thing you use to hit the ball! Do you know what a ball is? Golf Shoes-Special shoes with spikes on their soles to keep their feet steady while swinging Golf Student-A member of a particular club in training to enter a competitive golf circuit Golfer*-lol, now you've become stupid. Moron, morin, moron. Who the hell are you in this game? A pumpkin? WTF was the matter for looking up this word... unless it was to see my stupid remark...lol Gooseneck-An iron with a bent neck between the shaft and head Grass Hazard-Although it's not a "true hazard", it's grass covered hollow in the ground Green-The place with the flag, your whole destination on every hole! Green Edge-The fringe dorkhead.... Greenside Bunker-A bunker near the green Greens-in-regulation ratio-The percentage of holes on which a golfer gets on the green in regulation, which is 2 strokes under par Grip-The end of the club you grab! Also refers to how a player holds the club Grip's Length-The length of the club's grip. Used as the length you can improve your lie in some rules... Grooves-The lines carved in the face of a golf club. Used to put spin on shots Gross-A players' total score for a round before handicap is calaculated in Hacker-An odd golfer with a crazy swing Handicap-The number of points you subtract from your score Hazard-An obsticle such as a bunker or water hazard. Rules state grass as not a hazard Head-The part of the club that hits the ball. It's connected to the shaft Heath-REALLY big clumps of grass, hitting here will ensure a Par, or worse, a bogey Heavy Rough-This grass is much thiker than normal rough Heel-The end of the club shaft nearest the shaft Hole-The cup in the green you aim for Hole-in-One-Getting the ball into the hole in 1 shot Hole Out-To sink the ball and complete the hole Home Hole-Also known as the 18th and final hole Honors-Hitting first off the tee. After the first hole, the winner of the previous hole gets honours Hook-Another name for a fade Impact-The moment the club hits the ball and trajectory is determined Impact Zone-The hitting zone for the ball. This determines if you hit a good shot or not, as well as it's curve and accuracy. Contains the sweet spot In-A term refering to the back 9 of a course Inside-Out-A swing that finishes outside, and makes the ball spin inside Intentional-Purposly hooking or slicing the ball left or right to avoid and obsticle and get on the green Interlock Grip-Gripping the club with the index finger and pink looped around eachother Iron-A metal club used to hit the ball. The lower its number, the greater the distance Iron Shot-Any sht made with an iron Island Green-A green that's completly surrounded by water. In real life, the 17th at the TPC of Sawgrass is the most famous example. In this game, the 16th and Mushroom Course is the only one Lag-A putt intended to stop close to the hole, not intended to be holed Lateral-Water-Hazard-A water hazard that allows you to drop your ball 2 club lengths from where it landed Lay Up-To play a shot and land short puposly of your intended landing zone. I used this term a lot during Go-Go-Gates didn't I? This is a very strategic golf move Layout-A shot played to a specific spot to avoid too much distance or set up an easier subsequent shot Leading Edge-The lowest edge of the club head, where the sole and face meet Lie-The quality, manner, or position relative to level in which your ball rests on the ground Line-The path of the ball, used mostly in referance to putting as in:I can see the line! Links-A slang term for a golf course like "Let's hit the links!" Lip-The top edge of a hole (cup) Lob Shot-A shot that flies high in the air. An advanced technique with awful mis-hit results! Loft-The angle of a club's face Loner*-The ball coming to rest on area of course seperated away from the rest. A good example would be hitting left on hole 16 of Mushroom Course, which is away from the normal course, but gets me closer to the hole Long-Drive Contest-A contest where participants try to bomb the longest drive Long Hole-Another name for a Par 5. This can also be used for Par 4's over 500 yards (The longest Par 4 in the world is 629 yards!) Long Irons-Refers to the 1, 2, 3, 4 irons. Long, Middle, and Short irons are named because of their distances Lost Ball-A ball that can't be found! In real life, the player has only 5 minutes to find their ball, or else their ball will be treated like an OB shot! Marker-The object used to mark the ball position on the green Match Play-A competition between 2 players to see who can win the most holes Member-Someone who belongs to a country club Middle Hole-Another name for a Par 4 Middle Irons-The 5, 6, and 7 irons. They are called this because of their mid range distances Mis-Hit-A poorly made shot that does not do what the golfer intended Mound-A place where the ground rises like a tiny hill Mountain Hole*-A hole with a green placed at an elevation higher than the tee box Mulligan-To hit a do-over shot Nassau-A three-part bet based on scores on the front 9, back 9, and all 18 holes 19th Hole*-A phrase golfers in a Stroke Play team match say when a team is taking forever to finish Near-Pin-A competetion to see which golfer can hit the closest to the pin Neck-The area where a golf club's head meets the shaft Net-A players' gross, or overall score excluding handicap Normal Water Hazard-A water hazard which requires the ball to be dropped behind the hazard OB-OB stands for Out of Bounds, a non-inplay area of the hole. You must rehit your shot from the last point you hit the ball and take a 1-stroke penalty Obstacle-An object between your lie and the green. Resuts from poor placement of the ball On-To be at rest on the green. On-in-one is reaching the green in 1 shot On in regulation-Getting the ball onto the green 2 strokes behind par (Like getting it on in 2 on a Par 4!) One-Putt-Duh! Making only 1 putt on a hole! Out-A term refering to the front 9 holes Outdrive-When a player exceeds the drive distance of their opponent Outside-In-A swing that starts outside and finishes inside. Makes ball spin a lot more Over Par-Scoring higher than par on a hole or course Overlap Grip-Where the fingers overlap eachother while gripping the club Pair-A team of 2 golfers Par-Taking the average number of strokes for a hole. Typical course par is averagely 72 Par Save-Getting a Par after hitting the ball into a bunker, water hazard, etc. Par-Save Ratio-The percent of the time you score par or better after landing in a hazard Partner-Your buddy while doing Doubles Play Penalty Stroke-If needed to take a drop or if you hit your ball into OB, water hazard, etc. you need to rehit the ball, and add a stroke penalty along with that! Pin-The locater telling golfers from afar where the hole is located on the green Pin-High-When the ball travels the correct distance and is even with the hole, but off to one side Pin Position-Also referred to as "pin placement" the exact location of the hole Pitch Mark-Also known as a ball mark, the dent a ball makes when it hits the green Pitch Shot-A short approach where the ball is lofted into the air and lands with a quick stop Pitching Wedge-A club with good control that easily lofts the ball into the air Play through-To pass the group in front of you while they wait Playoff-A competition to break a tie at a matches end Poley-A putt longer than the flagstick Pot Bunker-A small, round, pot-shaped bunker often found in fairways and around greens Private Course-A course only members are allowed to play on Public Course-A course freely allowed for use by the public Push-A shot that goes to the right of the intended line for a right handed player Pushing Out*-Purposly hitting the ball backwards or to the side to avoid an obsticle or hazard Putt-.........I won't say how stupid you are. I'll think it though >:) Putt Out-To finish a hole by putting Putter-You idiot..... Putting Line-The path a putt takes after being hit. You need to be able to read greens to be good PW-Abbreviation of a pitching wedge Rake-A tool used to smoothen out a bunker after being stepped in Read-To survey the line of a butt to determine how it will move Recovery-A comeback from a missed or poor shot Registration-Entering a golf tourney Regular Tees-The tee box used by ameteur golfers. The front tees and also referred to as the white tees Relief-A rules term meaning to legally move your ball away from trouble (Like a golf cart path interupting your shot) Rough-Areas off the fairway with longer grass that's harder to hit off of Round-18 holes of golf Run-After hitting the ball, the distance it moves from hitting the ground first Safe Zone-Areas with no hazards that players can aim for without fear Sand Wedge-A club used to get the ball mainly out of a bunker, also used for "explosion" shots Sand-save Pecentage-The percentage of the time you get out of a bunker and get Par or better Score-The total number of strokes you've taken so far Scorecard-The piece of paper you use to keep track of your score Scratch Golfer-A beginner golfer who isn't very good and has a big handicap Semi-Rough-Light grass patches to the side of the fairway Set Position-The point where the backswing ends and the club sets before the downswing Shaft-The rod that connects a club's head to the grip Shank-To hit the ball with the base of the club head, sending it far off course Short-Refers to an approach shot that didn't make the green Short Game-Involves approaches and putting. A good short games gets you better scores! Short Hole-Another name for a Par 3 Short Irons-The 7,8, and 9 irons named for their short distances Shortcut-The path straight across the bend of a dogleg, instead of a safer path around. They can mean better results Shot-Hitting the ball you idiot.... Shot Maker-A skilled golfer that can execute well placed shots Side Bunker-A bunker on either the left or right side of the fairwy Slice-A shot going far right of your intended landing spot Slow Play-Playing slowly duh... Sole-The bottom of the club head where the club number is written Spike Mark-A mark made on the green by the cleats of a shoe Spin-Making the ball rotate after landing Spoon-Another name for the 3-Wood Stance-The position of your feet while taking your shot. Bad stances=bad shot Starter-The person who sets the order of play from the first tee to keep the players flowing smoothly Starting Hole-The first hole of the course Steady-Consistant, precise play during which you aim for the green in front of the cup, not the pin Stick Shot-A shot that drops and sticks hard right near the hole Stroke-The number of times you hit the ball during the hole Stroke Play-A competition in which the total number of strokes determines who wins Sudden Death-A tiebreaker situatio in which victory is decided on who gets a better score on a playoff hole first Sunny-Side Up-When a ball get half buried in sand SW-Abbreviation of Sand Wedge Sway-Turning the body from side to side during the swing Sweet Spot-The dead center of the face of the club comes with perfect contact with the equator of the ball Sweet Spot ratio-How often you get perfect sweet spot Swing-To hit the ball Tailwind-A wind that comes from behind, making the ball travel farther Tap-in-A short simple putt that doesn't need concntration Teaching Pro-A training instructor who teaches new golfers about the game Tee-What you hit your first shot off of every hole off of Tee Box-The place where each hole's first shot begins Tee marker-A mark that specifies from where in the tee box you should place your tee Tee Off-To hit the ball off the tee Tee Shot-The first stroke of a hole Tee Time-The assigned time for a group to begin play on their first hole Tee Up-To set the ball on the tee and take your shot Tend the Flag-To hold up the pin after a player has stroked the ball on a putt Texas Wedge-A shot made off the green using a putter The turn-Moving from hole 9 to hole 10 Tight-A descriptive term for a hole that's very narrow Title Holder-A player that wins a championship tourney and therfore has its title Toe-The far end of the club head, away from the neck and shaft Tool-An instrument used to fix a ball mark on the green Top-To hit the top of the ball, resulting in a short shot Topspin-Spin that will make the ball roll farther once on the ground Touch-An abstact term that refers to having a good feel for your shots Tournement-A competetion where many players play for a priz, trophy, etc. Tourney Green-A much faster green then normal play Trajectory-The flight path of the ball Trap-Bunker Triple Bogey-Scoring 3 strokes over par Trouble Shot-When the ball is in a difficult position Under Par-Scoring less than par for a hole or the course Undulation-The ups and downs or the terrin on the green Unplayable-When the ball comes to rest on terrain that can't be hit off of, like a golf cart path Up and Down-To hole out by hitting a short pitch then 1-putting Uphill-Refers to any up-sloping shot. Down-sloping shots are referred to as downhill Upright Swing-A term for when the club's path is vertical Visitor-A guest at a course that he or she doesn't belong to Waggle-The back-and-forth motion at address meant to loosen the wrists and arms Waste Area-Terrain covered in pebbles and rocks. This is an awful lie to get yourself into! Water Hazard-An obsticle made of water. If you dunk your ball, you have a 1 stroke penalty Wedge-A club used for approaches used for high lofts Wet Ball-A term for getting your ball into a water hazard Whiff-A swing that attempts to hit the ball, but misses Wood-A distance club made of wood, but nowadays with metal Worm Burner-A shot with an extremly low trajectory that seems to skim the ground Yard-1 yard is about equal to 3 feet Yardage-The unit used to measure distance outside the green Yardage Marker-A landmark indicating yardage to the green Yips-The inabilty to play due to uncontollable shaking in the arms and hands Younder*-A very long hole, or at least 1 that plays long YAYYYYYYYY! That's every last word. This is quite an easy referance to you! --------------------------------------------------------------- ~IX. Worst Case Scenario (WCS) Guide~ --------------------------------------------------------------- Gotten your ball into the heath 300Y away from the hole? Need to recover from a bad stroke? How to make Par after getting the ball wet? If you've go a beef, it'll probably be covered here. Or at least you can figure it out yourself! Scenario:You're on a Par 5 at Links Doubles and your partner decides it's retard time and hits the ball 100Y into the heath. Your still a whopping 400 yards from the hole. What do you do? Answer:This is why having very high Impact is good. Your 3W can hit the farthest out of heath so hit as far as you can. Chances are the CPU on the next shot won't make the green if you are too far away, but since they hit the heath their shot won't be very bad. Now you get the 3rd shot so hit near the hole and your partner taps in for Birdie! Scenario:In Mushroom Doubles on any given Par 3, your partner is an idiot and aims far from the green or always lays up infront of it. What to do? Answer:Before any Par 3 it's best to let your partner take the finishing putt on the previous hole. Let's say a par 4 came before the Par 3 aforementioned. If your partner tees off, you take the 2nd shot to the green, now your partner should make the finishing putt. This makes you tee off on the next hole. Use this to your advantage. If you are doing good your partner never reaches Par 3 greens. Careful now, if she does tee off on a par 3, just aim for a par, you ain't gonna easily birdie the hole unless you get a freak chip in. Scenario:In Toadstool Tour getting all the Birdie Badges is tough! Are the unlockables worth it? Answer:Even though you shouldn't ave trouble using Neil/Ella, the unlockables really aren't worth it. They all can't hit straight, and have really poor control and impact. Unless you want every last thing unlocked don't bother if it's too hard. But of course every 9 or so badges you have unlocks 1 star hole in Avance Tour! Scenario:Same as above, but with Advance Tour. Do I get anything from collecting a lot? Answer:If you get 90 badges you will unlock 1 star hole. That's it. Scenario:I hit the ball into the drink! Any way to get birdie? Answer:If it's a Par 3, Bogey is your only choice. If it's a par 4 Par is your only option. But if you hit water on a Par 5, Birdie is still available. If you hit water on the first shot, and only the first shot you can aim for the green on your next shot bringing total strokes to 3. If on the green go for the Birdie! Scenario:Your dead behind a tree/cactus/pokey/any other objct/etc. and need to get Par. What do you do? Answer:Hit the ball to the fairway to the left or right sides or you. From here go to the green and knock the ball in for Par. Scenario:My partner won't stop hitting the ball into the water in Hole 16 of Mushroom Course! Can I get Par? Answer:I'm afraid you can't quite recover from this! If it's her tee shot and your partner does this you may have a shot, but if you tee of and your partners second shot goes deep, bye bye par. Bogey is the next best thing, just do it as if you have much of a choice. Those are my tips when you get into big trouble. Use them as they'll come in handy! ----------------------------------------------------- ~X. FAQ (Frequently Asked Questions)~ ----------------------------------------------------- Q:What's the point of the range marker? A:If you hit where the arrow is and nail the sweet spot it will follow the simulation line perectly. It also changes when you push L and R! Q:I'm good with Auto-Swing but is there any advantage to Manual? A:Manual needs to be learned eventually. You don't let randomlyness take over and the big advantage of spin comes into play. Q:Should I use Impact Marker Mode often? A:Absolutly not! It's very unreliable as a perfect shot still doesn't follow the simulation line like it was supposed to. Use it, but don't rely on it too much. Q:Does my partner always play bad? Is this a glitch? A:No, no glitch. The better you play the worse your partner does to increase difficulty. The worse you play, the better your partner plays. If you start getting many pars in a row for instance, she'll play better for a few holes giving you some birdie chances. You can also rely on her for putting, the CPU is great at that. Q:When playing against the CPU, I notice slowdown while they set up their shots! A:This is supposed to happen. Deal with it. Q:Any points to the Star Tourneys? A:There isn't any point to them. They unlock nothing. Do complete though to say you fully beat this game though! Q:Are there any points to Birdie Badges? A:If you collect 90 of them from normal tourneys, you will unlock 1 star hole. ----------------------------------------------------- ~X. The Lee Eric Kirwin Files~ ----------------------------------------------------- Heh. LEK contacted me on the boards for a surprising amount of information... actually so much data its not funny. I'd post it in seprate sections for easy refrance, but that'd take a while. Here is all the information LEK gave me: (Note:All of this information was copied straight from LEK's posts. The formatting may be a little odd here). About stats: First, I'll state the general information. Drive is unaffected by level. The other stats are affected by level, 'decaying' as you level up. Since Drive is only affected by however many points you've placed into it and how many drinks you've got and therefore used, I can list how many points you need for such and such Drive, assuming without drinks, of course. The first number is how many points is placed into Drive. The second number is the distance you can hit with a 1W from the Tee. The third number, the one in parentheses, is how much of an increase from the last point. Drinks won't change the rate your Drive goes up from points, so take them whenever you like. For Neil. Neil is the default name for the boy. Either you're as him, or he's your partner. 0 - 205Y (Nothing before this.) 1 - 207Y (+2) 2 - 210Y (+3) 3 - 212Y (+2) 4 - 215Y (+3) 5 - 217Y (+2) 6 - 220Y (+3) 7 - 222Y (+2) 8 - 225Y (+3) 9 - 227Y (+2) 10 - 230Y (+3) 11 - 232Y (+2) 12 - 235Y (+3) 13 - 237Y (+2) 14 - 240Y (+3) 15 - 242Y (+2) 16 - 245Y (+3) 17 - 248Y (+3) 18 - 251Y (+3) 19 - 254Y (+3) 20 - 257Y (+3) 21 - 260Y (+3) 22 - 263Y (+3) 23 - 266Y (+3) 24 - 269Y (+3) 25 - 271Y (+2) 26 - 274Y (+3) 27 - 276Y (+2) 28 - 279Y (+3) 29 - 281Y (+2) 30 - 284Y (+3) 31 - 286Y (+2) 32 - 289Y (+3) 33 - 290Y (+1) 34 - 292Y (+2) 35 - 294Y (+2) 36 - 296Y (+2) 37 - 298Y (+2) 38 - 300Y (+2) 39 - 302Y (+2) 40 - 304Y (+2) 41 - 305Y (+1) 42 - 307Y (+2) 43 - 308Y (+1) 44 - 310Y (+2) 45 - 312Y (+2) 46 - 313Y (+1) 47 - 315Y (+2) 48 - 317Y (+2) 49 - 318Y (+1) 50 - 320Y (+2) 51 - 321Y (+1) 52 - 323Y (+2) 53 - 325Y (+2) 54 - 326Y (+1) 55 - 328Y (+2) 56 - 330Y (+2) 57 - 331Y (+1) 58 - 332Y (+1) 59 - 333Y (+1) 60 - 334Y (+1) 61 - 335Y (+1) 62 - 336Y (+1) 63 - 337Y (+1) 64 - 339Y (+2) 65 - 340Y (+1) 66 - 341Y (+1) 67 - 342Y (+1) 68 - 343Y (+1) 69 - 344Y (+1) 70 - 345Y (+1) 71 - 346Y (+1) 72 - 347Y (+1) 73 - 347Y (+0) 74 - 348Y (+1) 75 - 349Y (+1) 76 - 350Y (+1) 77 - 350Y (+0) 78 - 351Y (+1) 79 - 352Y (+1) 80 - 353Y (+1) 81 - 353Y (+0) 82 - 354Y (+1) 83 - 354Y (+0) 84 - 355Y (+1) 85 - 356Y (+1) 86 - 356Y (+0) 87 - 357Y (+1) 88 - 358Y (+1) 89 - 358Y (+0) 90 - 358Y (+0) 91 - 359Y (+1) 92 - 359Y (+0) 93 - 359Y (+0) 94 - 360Y (+1) 95 - 360Y (+0) 96 - 361Y (+1) 97 - 361Y (+0) 98 - 361Y (+0) This is for Ella, the girl. Again I'm using the default name. 0 - 200Y (Once again, nothing before this...) 1 - 202Y (+2) 2 - 204Y (+2) 3 - 207Y (+3) 4 - 209Y (+2) 5 - 211Y (+2) 6 - 214Y (+3) 7 - 216Y (+2) 8 - 219Y (+3) 9 - 221Y (+2) 10 - 223Y (+2) 11 - 226Y (+3) 12 - 228Y (+2) 13 - 230Y (+2) 14 - 233Y (+3) 15 - 235Y (+2) 16 - 238Y (+3) 17 - 240Y (+2) 18 - 243Y (+3) 19 - 245Y (+2) 20 - 248Y (+3) 21 - 250Y (+2) 22 - 253Y (+3) 23 - 255Y (+2) 24 - 258Y (+3) 25 - 260Y (+2) 26 - 262Y (+2) 27 - 264Y (+2) 28 - 267Y (+3) 29 - 269Y (+2) 30 - 271Y (+2) 31 - 273Y (+2) 32 - 276Y (+3) 33 - 278Y (+2) 34 - 280Y (+2) 35 - 282Y (+2) 36 - 284Y (+2) 37 - 286Y (+2) 38 - 288Y (+2) 39 - 290Y (+2) 40 - 292Y (+2) 41 - 293Y (+1) 42 - 295Y (+2) 43 - 297Y (+2) 44 - 299Y (+2) 45 - 300Y (+2) 46 - 302Y (+2) 47 - 304Y (+2) 48 - 306Y (+2) 49 - 307Y (+1) 50 - 309Y (+2) 51 - 311Y (+2) 52 - 313Y (+2) 53 - 314Y (+1) 54 - 316Y (+2) 55 - 318Y (+2) 56 - 320Y (+2) 57 - 321Y (+1) 58 - 322Y (+1) 59 - 323Y (+1) 60 - 325Y (+2) 61 - 326Y (+1) 62 - 327Y (+1) 63 - 328Y (+1) 64 - 330Y (+2) 65 - 331Y (+1) 66 - 332Y (+1) 67 - 333Y (+1) 68 - 334Y (+1) 69 - 335Y (+1) 70 - 336Y (+1) 71 - 337Y (+1) 72 - 338Y (+1) 73 - 338Y (+0) 74 - 339Y (+1) 75 - 340Y (+1) 76 - 341Y (+1) 77 - 341Y (+0) 78 - 342Y (+1) 79 - 343Y (+1) 80 - 344Y (+1) 81 - 344Y (+0) 82 - 345Y (+1) 83 - 345Y (+0) 84 - 346Y (+1) 85 - 346Y (+0) 86 - 347Y (+1) 87 - 347Y (+0) 88 - 348Y (+1) 89 - 348Y (+0) 90 - 348Y (+0) 91 - 348Y (+0) 92 - 349Y (+1) 93 - 349Y (+0) 94 - 349Y (+0) 95 - 349Y (+0) 96 - 350Y (+1) 97 - 350Y (+0) 98 - 350Y (+0) So, there's the large list for Drive. As you can see, Neil has a better distance. If you want more balanced stats, you're probably not going to place over 50 points into Drive anyway. The other stats... Height, Shot, Impact& Control, and Spin. How many points must you place to keep up with it's 'decay'? 1 point for every 6 levels for Height. 1 point for every 4 levels for Shot. 1 point for every 5 levels for Impact&Control. 1 point for every 18 levels for Spin. And, when you hit level 99, you can't level up any further to fix up your stats. So, I'll first list points needed at level 99. Neil. His stats are a little different from Ella's. Height: 21 or more points for -10 Height at level 99 20 points for -9 Height at level 99 19 for -8 Height... 18 for -6... 17 for -3 16 - 0 15 - +3 14 - +5 13 - +6 12 - +8 11 - +9 10 or less - +10 Shot: (No plus or minus -- It just states how far away from straight your shots are.) 26 or more - 0 (perfect straightness) 25 - 1 24 - 3 23 - 6 22 - 8 21 or less - 10 Impact: (I haven't checked Control, but it should never be far from Impact) 22 or more - +10 21 - +9 20 - +6 19 - +1 18 - -3 17 - -5 16 - -8 15 or less - -10 Spin: (Any noticable difference in MG:AT?) 8 or more - +10 7 - +7 6 - +1 5 - -5 4 - -8 3 or less - -10 For Ella. Height: (Her Height 'decays' to minimum, the opposite of Neil's) 21 or more - +10 20 - +9 19 - +8 18 - +6 17 - +5 16 - +2 15 - -1 14 - -3 13 - -4 12 - -5 11 - -6 10 - -7 9 - -8 8 - -9 7 or less - -10 Shot: (Her shots curve in the opposite direction than Neil's.) 24 or more - 0 (Straight!) 23 - 1 22 - 3 21 - 4 20 - 6 19 - 7 18 - 8 17 - 9 16 or less - 10 This is still for Ella at level 99 in case you forgot from the last post. Impact: 21 or more - +10 20 - +7 19 - +2 18 - -1 17 - -3 16 - -5 15 - -7 14 - -8 13 or less - -10 Spin: 8 or more - +10 7 - +9 6 - +4 5 - -2 4 - -8 3 or less - -10 And there's the list for stats at level 99. I have a formula so you can find out exactly how much of each stat at each level, rather than at just level 99. I shall post it under a request, as I don't want to think about it at this moment. Real life over here is stressing me at this moment. Stats of Clubs I shall list every club in the order MG:TT lists them. It is according to MG:TT, but shouldn't be different from MG:AT, but there might be a few differences. - Basic These are your typical basic start clubs! They don't affect stats. - POW Distance +10% Shot +1 (That means more curve) - Super POW Distance +20% Height +1 Shot +2 Control -1 - Low-fly Height -3 Spin -1 - Super Low-fly Height -5 Spin -2 - Low-fly Spin Height -2 Control -2 Spin +2 - Backspin Control -1 Spin +2 No-spin shots have Backspin effect; Backspin and Super Backspin are more powerful. - Super Spin Impact -1 Control -2 Spin +4 No-spin shots have Super Backspin effect; Backspin and Super Backspin are much more powerful. - Straight Shot -3 (More straight) Control -1 - Super Straight Distance -5% Shot -10 (Whee! Perfectly straight!) - Straight 'n' Low Height -2 Shot -2 - Sweet Shot +1 Impact +2 - Super Sweet Shot +2 Impact +4 Control -1 - Control Shot +1 Control +2 - Sweet Control Height +2 Shot +2 Impact +2 Control +2 - Risky Drive +40% Height -2 Shot -10 (Wow, straight shots!) Impact -20 (...And no Impact Zone to go with it) Control -2 (Without Impact, this won't do much anyway.) The "Miss Impact Zone and still get where you want" strategy Here, if you want to depend on your judgement rather than your timing, so you can still use Risky clubs effectively, here's what you need... A high or maxed Height stat. Neil goes up in height as he levels anyway, so he's perfect for this strategy. Plus, since you're letting him max his Height, you have another 16 points for Drive. A low Height would just knock your distance down too much to be effective. Because you're getting a high Height, watch out for winds when you're not using this strategy for your next shot. And you also need to know how much missing the Impact Zone is going to affect your trajectory. You're going to be losing a little distance, but now you're more sure of the ball landing where you want when the Impact Zone can't be tinier, unless you have perfect timing anyway. Depending on how much you miss the Impact Zone, the trajectory changes slightly. The difference in this change is much smaller than the change from perfect timing and barely missing the Impact Zone. So, being inaccurate when intentionally missing the Impact Zone isn't as bad as being inaccurate when trying to hit the 1-pixel Impact. And remember, missing to the left of the Impact Zone will send your shots high, which with maxed Height, sends your distance to practically nothing. Miss to the right of the Impact Zone, which will send your shots low, and a maxed Height will prevent most of the distance from being lost for shooting too low. I have tried to miss to the left of the Impact Zone, with a minimum Height, and it wasn't nearly as effective. Obviously, missing the Impact Zone will send your shots sharply off to the side. For those who chose right-hand play, adjust your shot to the right when missing the Impact zone off to the right. Not sure about left-hand, but I believe aim to the left, while still missing the Impact Zone off to the right. So, high Height, aim shot off to the side, and miss Impact Zone off to the right. Now, any errors in timing are more managable, while your judgement on where you aim is tested a lot more. If you have poor judgement, try to avoid this strategy. In fact, on any case where your Control is at least 0 and the Impact Zone is more than the tiniest sliver, this strategy shouldn't be used. Fast EXP method, without linking to MG:TT Those without MG:TT and all the necessary components still have a fast way to gain EXP. It's pretty simple. Let's see what I can remember without the game at hand... Multiplayer, without Game-link, Two Players, your two characters, Match Play. Greens, either one; Course, the latest one you've got, which is either Links or Mushroom; Holes, all 18; Tees, the back Tees. Okay, with all that, you should be in gameplay, with Neil or Ella (YES! Default names darn it!) at the Tee Box. Choose the putter, and hit the ball with minimum power. Repeat with the other chracter. Go into the menu, and select Give Up. Repeat tapping the ball with the Putter at each Hole with both chracters, and Giving Up each time (man, they're not motivated...), until you're done with the course. You should get several hundred EXP each time you do this, and one can do all 18 holes plus a tiebreaker, and distribute the EXP, under 5 minutes. So, over 600 EXP with 18 holes and a tiebreaker, strategically Giving Up with both characters to do so, and in 5 minutes. Roughly 2 EXP per second. Fast, indeed. Of course, linking to MG:TT and copying the data with two memory cards just beats the heck out of this method, but only if you have everything needed. Glitches! First, the more helpful glitch. Play any hole at Elf's Short Course, before unlocking them: So, you're wishing you can actually play the later holes of Elf's Short Course, to find a way to actually beat the freaking course, right? Just do the following: Go to Training, pick whoever you want. Select Hole 9 of Elf's Short Course. In gameplay, go into the menu, and select Next Hole. You should see Hole 10 now. Want the holes beyond the 10th? Select the 10th hole, go to the menu, and select Next Hole. At the 11th now. See the pattern? Basically, pick a hole, go to the menu, select Next Hole, and you'll be at the hole after whatever hole you were at. Alternate Greens in Training: This is a fun little glitch you could play around with. It's slightly unpredictable. Why, all you need to do is... Training, select a hole at Elf's Short Course, besides holes 1 or 3. To the menu, select Next Hole. Pick any course that isn't Elf's Short Course. Now, when you're aiming your ball to the Green, it won't zoom in. Send the ball on the green, and the game calls it Alternate Green. Heck, you can even use your 1W on this 'Alternate' Green. WELL! Everything above was from LEK so give a big round of applouse! Awesome... ------------------- XII.Credits ------------------- Nintendo for making this excellant game The game itself. Couldn't have made the glossary! Me for making this FAQ You for reading it CJayC for putting it up Gamespot for putting this up there The world for existing Lee Eric Kirwin for a LOT of information I never would have thought to put up noelle26 for the quick Exp. tips wariofan63 for pointing out the taunts option Copyright Deathborn 668. This FAQ is for GameFAQ's use only and is NOT permitted to be placed anywhere other than GameFAQ's or Gamespot. --------------------- ~The End~ --------------------- I have fully finished my FAQ. I hope you enjoyed it! Please rate it!