____________________________________________________________________________ The Club House | FAQ INFORMATION | _______________________________________| version: 0.5 | | author: Zephyr Blayze | Welcome to my Mario Golf: Toadstool | e-mail: lordwyndia_at_aol_dot_com | Tour guide. Inside here, you'll learn | game: Mario Golf- Toadstool Tour | techniques to improve play, lower | system: Nintendo Game Cube | scores and win tournaments. At the | guide location: www.gamefaqs.com | present time, I do not intend to do a |____________________________________| Ring Shot section, as someone already said they were going to do a guide for that. Inside you will find, aside from what as already been mentioned, secrets like unlocking powered up versions of the default characters and earning hidden characters. I hope you find this guide helpful, and I accept any intelligent comments, corrections, and criticisms. If you find something wrong, or can get around a hole in a better fashion, feel free to mail me. Golf holes are defined by the player's *imagination* so whatever I say may not work for you. In the end, all I give are suggestions. If it doesn't work for you, then let your creativity take you around the hole. With that said, Welcome to the Toadstool Tour!! ____________________________________________________________________________ Table of Contents | Keyword | Hole Keyword | Description | ________________________|___________|_______________|_______________________| 1. Techniques | | | Techniques to improve | a) Driving | Tech-1A | | gameplay. Use these to| b) Approach | Tech-1B | | make better shots, set| c) Putting | Tech-1C | | up better approaches | d) Top Spin | Tech-1D | | and leave yourself | e) Back Spin | Tech-1E | | with a nice, easy putt| f) Superspins | Tech-1F | | to finish the hole | g) Imagination | Tech-1G | | off. | h) Wind | Tech-1H | | | ------------------------|-----------|---------------|-----------------------| 2. Players | | | Read up on how the | a) Mario | Char-2A | | characters stack up. | b) Luigi | Char-2B | | Each player has their | c) Peach | Char-2C | | own strengths and | d) Daisy | Char-2D | | weaknesses, so pick | e) Yoshi | Char-2E | | a character that | f) Koopa Troopa | Char-2F | | either enhances your | g) Donkey Kong | Char-2G | | strengths or covers | h) Diddy Kong | Char-2H | | your weaknesses. | i) Wario | Char-2I | | | j) Waluigi | Char-2J | | Before you get the | k) Birdo | Char-2K | | star characters, each | l) Bowser | Char-2L | | character is pretty | m) Shadow Mario | Char-2M | | even in driving | n) Boo | Char-2N | | strength. | o) Bowser Jr. | Char-2O | | | p) Petey Piranha | Char-2P | | | ------------------------|-----------|---------------|-----------------------| 3. Courses | | | If you want help on a | a) Lakitu Valley | Cour-3A | LV# | certain hole, use the | b) Cheep-Cheep Falls | Cour-3B | CF# | keyword. If I wanted | c) shifting Sands | Cour-3C | SS# | to see info on Blooper| d) Blooper Bay | Cour-3D | BL# | Bay Hole 12, I'd | e) Peach's Castle | Cour-3E | PC# | search (control-f) for| f) Bowser Badlands | Cour-3F | BB# | BL12. | g) Congo Canopy | Cour-3G | | | ------------------------|-----------|---------------|-----------------------| 4. Secrets | Secr-4A | | These three sections | ------------------------|-----------|---------------| are pretty easy to | 5. Version Updates | Vers-5A | | understand, right? | ------------------------|-----------|---------------| I thought so. | 6. Credits | Cred-6A | | | ________________________|___________|_______________|_______________________| ______________ | \ __________________________________________________________ | 1. Techniques \/ Learn to play... learn to play... learn to play... learn | |________________\__________________________________________________________| *Secret characters are not included in my top 5 lists!* *Secret characters are not included in my top 5 lists!* *Secret characters are not included in my top 5 lists!* ____________________________________________________________________________ Driving (Tech-1A) | TOP FIVE* | ___________________________________________________________| 1. Bowser | You won't get very far if you don't know how to drive the | 2. Donkey Kong | ball. Using your 1 Wood (or Driver, from here on), you | 3. Daisy | want to find a good spot to hit to. Sounds simple, right? | 4. Mario | That's because it is! But often we want to get a little | 5. Wario | more out of every drive we make and then we end up in |________________| trouble. Driving is not about hitting the ball far, it's about hitting the ball far *ENOUGH* If the hole is 350 yards, and you can drive 210, that's 140 yards left for a nice easy Iron shot. Why pull out a 230 power drive if it will make things harder for you? Drive for power when the hole calls for power. If you lay up 20 yards from where you would love to be, it's not going to destroy your score. In fact, it may help it. ____________________________________________________________________________ Approach and Second Shots (Tech-1B) | TOP FIVE* | ___________________________________________________________| 1. Koopa Troopa| It's VERY important to see that your birdies and eagles | 2. Peach | will come for a good second shot more than a great drive. | 3. Luigi | If you take the ball far off the tee, but can't get to | 4. Diddy Kong | the green from where you drop it, you'll be in trouble. | 5. Yoshi | When hitting good second and approach shots, you'll need |________________| to pay close attention to the wind, as Irons are effected by wind more than Woods. Also, backspin has a higher effect on the ball cutting through the air and how much it backtrack when using Irons and Wedges. Know your club and your character, but as a rule of thumb, Wedges have huge kickback on backspins. Using this knowledge, you can devise a system of using the correct club for the situation. Maybe it's best to take the 7 Iron over the pin and spin the ball back toward the hole. Other times, you may want to use the 8 Iron and lay up in front of the pin, and give it a little kick forward with topspin. ____________________________________________________________________________ Putting (Tech-1C) | REMEMBER! | ___________________________________________________________| The faster you | Putting can seem an inexact science. Especially after an | putt, the less | excruciating 3-putt that took a birdie away and gave you | the ball is | a double bogey. First, for short putts, you don't have | influenced by | to double tap. You can wait for the meter to come back | the slopes. | and tap, making your shots more dependable. Secondly, |________________| faster shots are more impervious to the slopes of the green. If you need to sink a 40 foot putt, see what the layout if the green is like by the hole and adjust your shot to that, ignoring left and right slopes up until then. And, third, the game will always place your putting cursor just behind the hole, where, if the world had no friction, would be the perfect place to shoot for. However, the world has friction. Even if there is no slope against you, you should always aim a foot and a half or so beyond the cup. And remember: you can put from anywhere. You don't have to chip in from the fringe (and likewise, you don't have to putt from there, either), so get close in the best way you can. ____________________________________________________________________________ Top Spin (Tech-1D) | TOP FIVE* | ___________________________________________________________| 1. Bowser | Generally, you will topspin a shot to increase yardage. | 2. Mario | It is what every great driver needs to get the most out | 3. Daisy | of their tee shots and create easy par 5s. It also | 4. Birdo | creates less hang time for the ball. When you learn how | 5. Waluigi | ballspin interacts with the wind, you can set up some |________________| drives that are very long and majestic. ____________________________________________________________________________ Back Spin (Tech-1E) | TOP FIVE* | ___________________________________________________________| 1. Peach | Your backspin is used mostly to draw the ball back closer | 2. Koopa Troopa| to the pin on an approach that the golfer purposely shot | 3. Diddy Kong | beyond the pin. The backspin can also be used to stop a | 4. Mario | tee shot before it gets to a troublesome area, but it's | 5. Daisy | usually better just to make a shorter drive than try to |________________| backspin one. On short chips, you wil use backspin to try and stop the ball inches from the hole to fall in. Finally, like topspin, it can interact with the wind to help you out. ____________________________________________________________________________ Superspins (Tech-1F) | REMEMBER! | ___________________________________________________________| If your player | Superspins happen when you press A, B (super topspin), or | has good spin | B, A (super backspin). These are just options when you | control, Super | don't think a regular spin will do what you want. You | backspins will | generally want to super topspin drives, and super | kick back far. | backspin 8 or 9 Irons and wedge shots that you need to |________________| sail far over the pin. The effects of the superspins are drastic when they hit the ground, but they appear to interact with the wind like normal top and backspin. ____________________________________________________________________________ Imagination (Tech-1G) | REMEMBER! | ___________________________________________________________| All I can do is| You could follow the fairway the way it was made, but... | suggest good | what if you decided to go off the beaten path? It may be | shots to you. | harder, but your scorecard can reflect the risk if you | In the end, go | make a great shot. You'll notice a few imagination holes | with your gut. | early, but it won't be until you get to Blooper Bay and |________________| beyond where you'll need to make creative shots to score well. Always be on the lookout for a quicker way to the pin, weigh the pros and cons of your shot and take a chance. You'll never know what turns up! ____________________________________________________________________________ Wind (Tech-1H) | TOP FIVE* | ___________________________________________________________| 1. Wario | Wind is a very important part of golf, and I have written | 2. Luigi | this guide assuming there is no significant wind. If the | 3. Donkey Kong | wind is blowing more than 5 miles per hour in any | 4. Bowser | direction, you should make adjustments to your shot. | 5. Yoshi | Generally, if you're aiming a shot, use your aiming point |________________| as a compass. Adjust your shot in the opposite direction of where the wind is blowing toward, relative to your aiming point. If the wind is blowing SW, aim your shot NE of where you want it to go. Sometimes, it's not prudent to deal with the wind. Sometimes you need to go with it or cut straight through it. If you change the strike point of the ball to the top, you'll get a low trajectory. This shot will be less influenced by the wind. If you have a wind blowing in toward you (a headwind), you want to hit a low ball with topspin. Topspin "pushes" headwinds under it, giving you a bit more distance in the air than you'd get with a normal shot. Backspins can be used with winds blowing in the direction of the pin to reduce wind distance, but using a backspin with a headwind will make the ball "hit a wall," giving you an almost unnatural upward curve. After experimenting in practice mode for a while, you'll get the hang of it. It's not that easy to explain, so I hope I did a decent job. ^_^ ______________ | \ __________________________________________________________ | 2. Players \/ Who's your double... who's your double... who's your doub| |________________\__________________________________________________________| ____________________________________________________________________________ Key | VITAL STATISTICS | ____________________________________________________| Shot Type: | | Trajectory: | Here's an overview of the stats foe each character,| Drive Dist: | what they mean, and how I denote them. | Star Drive: | | Impact: | Shot Type: This can be one of five options- | Control: | Hv. Hook, Hook, Straight, Slice, Hv. Slice | Spin: | |_______________________| Trajectory: This can be one of five options- V. Low, Low, Moderate, High, V. High Drive Dist: This is the average length the character can drive off the tee using the 1 Wood (Driver). Star Drive: This is the average length the star version of the character drives the ball off the tee using the Driver. When using a star character, drive distance increases, but Impact rating decreases. Impact: This rating determines your window for making a good hit on the ball or shanking the shot. It is represented by the red bracket on the right hand side of the shot meter. Higher Impact rating makes this area larger and you, therefore, have less chance of completely botching the shot. Control: This rating determines how accurately your hit ball will follow the preview guidelines (if there is no wind). You won't notice the need for this stat if you're good at perfectly lining up your accuracy potion of the shot. However, if you have trouble doing that, you'll value a high control character. With low-control characters, if your even a couple pixels off, you'll send it sailing far left or right. Spin: This determines the effectiveness of top and backspin shots. Spin is more affected by club selection than the stat most times, though. Still, you'll notice that Bowser and Daisy have much "harder" backspins than Peach or Luigi. Well, let's get on with the character profiles then! ____________________________________________________________________________ Mario (Char-2A) | VITAL STATISTICS | ____________________________________________________| Shot Type: Straight | | Trajectory: High | Mario is quite well balanced. There are very few | Drive Dist: 212 | flaws in his game, and is never a bad choice. One | Star Drive: 280 | should take advantage of his high driving distance | Impact: 11 | to eat up yardage, and then aim beyond the pin on | Control: 6 | the second (third) shot, letting a good backspin | Spin: 15 | kick the ball back toward the hole. Although this |_______________________| technique varies with the slope or speed of the green. Mario also has the advantage of cutting through the wind with his great spin, allowing you the option to let the wind take the ball where it needs to, or brute forcing your way though it. Most notable is that in addition to being solid all around, he also hits the ball straight, so you won't have to worry about the wind carrying your natural hook into a tree. ____________________________________________________________________________ Luigi (Char-2B) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hook | | Trajectory: Low | Luigi is not the "me too" near clone of his | Drive Dist: 206 | brother that he is in most games. Here, he's got | Star Drive: 240 | an entirely opposite approach to handling things. | Impact: 13 | He doesn't have the power, but he has the accuracy | Control: 12 | and he all but ignores headwinds. When playing as | Spin: 7 | Luigi, you must note that he can get out of jams, |_______________________| so you can play with a bit of risk. Is generally a good idea to leave shots in front of the pin, as you cannot rely to heavily on Luigi's spins to put you in good position on the green. ____________________________________________________________________________ Peach (Char-2C) | VITAL STATISTICS | ____________________________________________________| Shot Type: Straight | | Trajectory: Moderate | Peach is your poster child for course management. | Drive Dist: 203 | She has, what you'd like to call immaculate | Star Drive: 235 | irons--they are never off-line. Even if you're | Impact: 14 | way off on your accuracy, you'll still arrive | Control: 13 | scarily close to where you wanted to hit. If | Spin: 5 | there's a flaw in her game, it's her poor woods. |_______________________| Still, you can carve up any course with a perfect line, with full confidence in your ability to hit the green just in time for the birdie. ____________________________________________________________________________ Daisy (Char-2D) | VITAL STATISTICS | ____________________________________________________| Shot Type: Slice | | Trajectory: High | Daisy is a very good character to use if you want | Drive Dist: 213 | a little more pop than Mario offers. She's | Star Drive: 270 | definitely one of the better characters in the game| Impact: 11 | as she excels at draining birdies. You can drive | Control: 7 | it hard with Daisy, and give yourself good green | Spin: 14 | positioning with her great spin. The worst part |_______________________| about her game is her high trajectory coupled with her slice. You'll note that you really have to adjust for the wind, and sometimes you'll find yourself overcompensating and missing shots. Once you figure out how the wind will eat her shot, you'll do better with it. ____________________________________________________________________________ Yoshi (Char-2E) | VITAL STATISTICS | ____________________________________________________| Shot Type: Straight | | Trajectory: Moderate | Yoshi is the poster boy of averageness. He is the | Drive Dist: 208 | most well-rounded player you can pick, and he's | Star Drive: 250 | great for beginners. He does everything well, and | Impact: 13 | is above average at approach shots, but doesn't | Control: 10 | place distance between his ability and anyone | Spin: 10 | else's. He hits decently off the tee, accurately |_______________________| and has adequate ball spin. But he can be beaten at all of those by others. In order to win with Yoshi, you have to have a well rounded game. You can't pick him to cover your weaknesses, because he's not good enough to cover weaknesses. But if you are good at anything he's good at, he will complement you nicely. ____________________________________________________________________________ Koopa Troopa (Char-2F) | VITAL STATISTICS | ____________________________________________________| Shot Type: Slice | | Trajectory: Moderate | You've got a player here who will underpower you | Drive Dist: 200 | off the tee, but you cannot dispute his accuracy | Star Drive: 230 | and his ease of hitting the ball. Only Peach can | Impact: 14 | rival his Irons. The slice may create some | Control: 14 | problems, but honestly, no matter what you do, you | Spin: 8 | will hit it exactly where you want it. It may not |_______________________| be as far as you want it, but if you manage the course well, it won't matter that he doesn't hit hard. As a side note, when you choose Star Troopa, he gets the lowest impact penalty of all the other players. ____________________________________________________________________________ Donkey Kong (Char-2G) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hv. Hook | | Trajectory: Low | Respect the power. He's not quite on Bowser's | Drive Dist: 215 | level, but he makes slightly more accurate shots | Star Drive: 285 | than Bowser. Luckily, he has a low trajectory | Impact: 11 | to cover up the crazy hook he hits with, otherwise,| Control: 6 | you'd be hitting trees all day. Obviously you can | Spin: 12 | adjust, but dogleg right holes will test your |_______________________| course management skills, as you may find yourself playing out of rough under some of the game's lush forests. DK's got some pretty good spin, but the problem is that since he doesn't hit the ball high, his backspin doesn't take as much effect as you'd think it would. ____________________________________________________________________________ Diddy Kong (Char-2H) | VITAL STATISTICS | ____________________________________________________| Shot Type: Slice | | Trajectory: High | Diddy's got a bit of Yoshi in him. They play very | Drive Dist: 207 | similarly, with the main difference being how | Star Drive: 245 | Diddy hits the ball. Since he hits off the tee | Impact: 13 | with less power, high and with a slice, you can | Control: 11 | expect the wind to play a greater part in Diddy's | Spin: 9 | game than Yoshi's. He doesn't hit the ball far |_______________________| enough off the tee to truly validate his high shot trajectory. Take that whatever way you will, as Yoshi's easier to play as than Diddy, but in the end they are pretty much essentially the same. ____________________________________________________________________________ Wario (Char-2I) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hv. Hook | | Trajectory: V. Low | WATCH OUT FOR TREES! Wario does not get much loft | Drive Dist: 210 | under his ball, and he has a deadly hook, which | Star Drive: 265 | makes balls tree fodder. It's difficult to have | Impact: 12 | good course management with Wario, and you'll find | Control: 8 | yourself wishing that you'll never have to hit | Spin: 10 | over a tree. Yet, if you can play the courses |_______________________| well, you'll find that Wario can indeed hold his own. Even though it seems like he's not that great making his way around the course, he's got pretty decent accuracy for a low-end power hitter. Once you get your groove for making shots with Wario, you'll find his very low shot to work wonders on windy holes by making them into topspin situations. ____________________________________________________________________________ Waluigi (Char-2J) | VITAL STATISTICS | ____________________________________________________| Shot Type: Slice | | Trajectory: Moderate | Waluigi's probably the best balanced character that| Drive Dist: 209 | can drive the ball far. He's much more like his | Star Drive: 260 | brother than Luigi is with Mario. Pick Waluigi if | Impact: 13 | you want to play a technical game with power as an | Control: 9 | added bonus. His stat of note? He has great | Spin: 12 | control for someone who can drive the ball decently|_______________________| far. You can ignore his slice because you can manage the courses well enough with him to make it a non-factor. Definitely worth playing as. ____________________________________________________________________________ Birdo (Char-2K) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hook | | Trajectory: High | Birdo's play falls somewhere in-between Yoshi and | Drive Dist: 209 | Waluigi. She's got a bit of pop in her swing, | Star Drive: 255 | with great control and spin to back it up. You | Impact: 12 | can kinda think of her as an opposite of Waluigi | Control: 9 | (or at least that's what the stats say). Her high | Spin: 13 | shot trajectory stops her from being great, as she |_______________________| does have a good drive, but it's not far enough to start ignoring high trajectory shots. ____________________________________________________________________________ Bowser (Char-2L) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hv. Slice | | Trajectory: Moderate | Bowser is hands down the longest off the tee of | Drive Dist: 217 | default characters, and he's actually not too | Star Drive: 290 | different from Mario. You can essentially play | Impact: 10 | them the same game, with Bowser being a better | Control: 5 | driver and one of the best at cutting through the | Spin: 16 | winds. Bowser also has excellent spin, which is |_______________________| good, because you may overshoot your target with Bowser's low control, and his Super Backspins have crazy kickback. You'd think the ball was attached to a string and he just pulled it back a few yards. ____________________________________________________________________________ Bowser Jr. (Char-2O) | VITAL STATISTICS | ____________________________________________________| Shot Type: Straight | | Trajectory: Low | Bowser Jr. plays like Waluigi that hits a bit | Drive Dist: 211 | farther at the expense of his stats. You may even | Star Drive: 268 | be able to exceed your play as Waluigi with Junior | Impact: 12 | since he hits straight and low, which is the best | Control: 8 | hitting combo in the game, and he's the only one | Spin: 11 | who does it. Given this, if you play Waluigi, |_______________________| make the switch to Bowser Jr. as soon as possible. You will not regret it as he is a stellar golfer. ____________________________________________________________________________ Boo (Char-2N) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hv. Slice | If you like the way Bowser hits the ball, and want | Trajectory: Moderate | to sacrifice some power to get better shots, then | Drive Dist: 208 | you want to use Boo. You get Koopa Troopa type | Star Drive: 253 | handle from him, with Bowser's Super Slice. And if | Impact: 13 | you played as Boo in Mario Tennis, you had to | Control: 10 | expect the crazy curve on his shot, right? But, | Spin: 8 | you'd also expect him to have the highest spin |_______________________| rating, too. Oh well. You can't have it all. He's still very solid. ____________________________________________________________________________ Shadow Mario (Char-2M) | VITAL STATISTICS | ____________________________________________________| Shot Type: Hook | | Trajectory: Low | He's not too great when compared to the other | Drive Dist: 212 | characters, still Shadow Mario's no stiff. He | Star Drive: 275 | plays similarly to Daisy, but while using him, you | Impact: 11 | need to note that his spin control is nowhere near | Control: 7 | Daisy's mastery. He does hit low, so he can avoid | Spin: 7 | winds, but he doesn't stack up very well for being |_______________________| a royal PAIN THE *** TO UNLOCK! Use him if you like using Daisy and want a bit more challenge. ____________________________________________________________________________ Petey Piranha (Char-2P) | VITAL STATISTICS | ____________________________________________________| Shot Type: Straight | This guy (plant?) can FLAT OUT HIT. If you pick | Trajectory: V. High | him, you have one thing in mind. Ball. Go. Far. | Drive Dist: 220 | He's the strongest hitter, and he smacks it | Star Drive: 300 | straight... and high... very high. But you've got | Impact: 10 | a little problem with him. He's got low control. | Control: 5 | This is no different from Bowser, but Boswer can | Spin: 10 | add good ballspin, and doesn't hit the ball as |_______________________| high so he isn't as vulnerable to the wind as Petey is. In fact, Petey could be the worst character to choose on a windy course, but then again, if you pick him... do you care? You've driving the dimples off the ball every time you hit it. Who needs Irons? Not Petey. ______________ | \ __________________________________________________________ | 3. Courses \/ Shoot for a birdie... shoot for a birdie... shoot for a b| |________________\__________________________________________________________| ____________________________________________________________________________ Lakitu Cup at Lakitu Valley (Cour-3A) | VITAL STATISTICS | ____________________________________________________| Course Par: 72 | | Front Tee Dist: 6181 | This is your prototype golf course. This is the | Back Tee Dist: 6788 | course that you'd go to if you were learning how | Par 3 Holes: 4 | to play golf. It has the normal distribution of | Par 4 Holes: 10 | Par 3, 4, and 5 holes, with your generic hazards | Par 5 Holes: 4 | of mostly trees and bunkers. |-----------------------| | FRONT NINE | The longest Par 3 is hole 12 162 yards. Since it's | Front 9 Par: 36 | a beginning course, it's no challenge to birdie | Front Tee Dist: 3115 | this one. The shortest Par 3 is a laughable 114 | Back Tee Dist: 3382 | yards at hole 16. You could probably use your | Par 3 Holes: 2 | approach wedge to make it to the green from the | Par 4 Holes: 5 | pin. Just kidding, don't do that. Take your Nine. | Par 5 Holes: 2 | |-----------------------| Your Par 4s are well varied, but mostly short. The | BACK NINE | shortest is 333 at Hole 11, which everyone can | Back 9 Par: 36 | reach in two and your clubbers could be chipping | Front Tee Dist: 3066 | in from 20 yards out. The longest can be found at | Back Tee Dist: 3406 | Hole 14, a 391 piece of work. This is a good hole | Par 3 Holes: 2 | and is one of your first chances to test your | Par 4 Holes: 5 | length. You won't have to take chances to get | Par 5 Holes: 2 | extra yards, but making a good choice will get you |_______________________| good positioning for your approach. The Par 5s are nothing special, either, except for the longest at Hole 17. This is your classic 17th hole that will give you a challenge before the cool-down 18th. Clocking in at 519, this is a hole that will test your ability for length and accuracy. And a little imagination could work for you as well. The Front Nine plays longer than the Back Nine, but the Back Nine has the longest par 3, 4, and 5 on the course. If you stroke a 66-68, you're on your way to holding your own in this game. I recommend this course for unlocking the star characters, you'll know Lakitu Valley inside and out after unlocking a few characters. Take your knowledge to the tournament, and come away with a win! ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 1 (LV1) | Par: 4 |====================================================== | Front Dist: 363 | This type of hole is commonly known as a freeway | Back Dist: 385 | hole. You don't have to negotiate much to get from | Fairway Size: Med | tee to green. Take a strong drive off the tee, but | Fairway Lnth: Long | take care to stay away from the water. It shows up on | Green Size: Med | the left side of the fairway, about 200 yards from |=====================| the tee. If your character slices, you may want to | HAZARDS | aim a bit further away from the water in case you | Water (fairway) | mess up your shot. With a solid drive, it's a 140-110 | Trees (fairway) | yard shot. Take the appropriate iron and drop it on |_____________________| the green for a nice birdie opportunity. If you're using a strong star character, then you can practically drive it to the green and then use a wedge to chip over to the pin. If you're good at chip-ins, you've got yourself an eagle. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 2 (LV2) | Par: 4 |====================================================== | Front Dist: 382 | This is your first downhill course. When you hit the | Back Dist: 400 | ball from a higher elevation to a lower elevation, | Fairway Size: Wide | ball has more hangtime, so you get higher bounce and | Fairway Lnth: Long | longer distances from your hits. This hole is also a | Green Size: Small | slight dogleg right, so it favors hook shots and |=====================| slicers will be at a disadvantage. With your tee | HAZARDS | shot, you need to be careful, as there are a series | Bunkers (fairway) | of bunkers scattered around the fairway. The first | Bunkers (green) | bunker is to the right of a 200 yard tee shot. Pull |_____________________| up to the left of it. From where you land, you should be able to muscle a 3 or 4 Iron over onto the green. If you come up short or give too much power, you'll hit the sand so be careful on the approach One more note on the drive: if you notice that your intended landing point is sloping downward, apply topspin to the ball to add five or so more yards. With a star character, add hook to the ball, if you don't naturally hook, and let it fly for the point between the two highest bunkers. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 3 (LV3) | Par: 3 |====================================================== | Front Dist: 144 | This hole is short and straight. You should have very | Back Dist: 187 | little problem reaching the green from the tee with a | Fairway Size: Med | 4, 5, or 6 Iron. The problem here is the tree may get | Fairway Lnth: Short | in the way of a great shot. You may want to add hook | Green Size: Small | if the pin is placed right behind the tree. The |=====================| bunker is nothing to worry about, as it is to the | HAZARDS | left of the green and fairly past where you should be | Tree (green) | targeting. Adding backspin may keep the ball right | Bunker (green) | where you want it and give you a nice putt. Of |_____________________| course, if you're feeling gutsy, go for the hole-in-one, but don't expect to get it without a little bit a luck and good shot selection. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 4 (LV4) | Par: 4 |====================================================== | Front Dist: 375 | This is half downhill, half uphill, and the first bit | Back Dist: 398 | of planning your shots shows up here. The first set | Fairway Size: Thin | of bunkers is placed right where your drive is going | Fairway Lnth: Long | to land. You will get a better shot if you pull up | Green Size: Med | in front of the first bunker, but it's a more |=====================| dangerous shot to take. If you play it safe, and | HAZARDS | aim for the right of the bunkers, your second shot | Bunkers (fairway) | won't be as clean (since you'll be in the path of | Tree (fairway) | the trees lining the course). The choice you make | Bunker (green) | depends on who you're playing as. If you take the |_____________________| risky drive, be sure to add backspin to stop your ball from rolling into the bunker. From there, a backspinned 3 or 4 Wood should get you to the pin. The safer drive leaves you a hard second shot. Hook the ball around the trees with a 4 wood to get to the green. If your shot naturally slices, it would not be advisable to take the safe drive. You will be stuck behind the trees very badly. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 5 (LV5) | Par: 5 |====================================================== | Front Dist: 496 | Here's your first dogleg left hole, and your first | Back Dist: 519 | distance challenge. It also has a couple well placed | Fairway Size: Thin | hazards to make life nice. You may want to use a | Fairway Lnth: Long | power shot or two here. Take your tee shot to the | Green Size: Med | right of the tree and bunker combo. From there, you |=====================| have a decent line to the pin. If you hook the ball, | HAZARDS | you'll want to make sure your tee shot comes as far | Trees (fairway) | right as possible. From there, you should be 290 - | Bunkers (fairway) | 270 yards away. Carry your driver with you, you'll |_____________________| be using it again. From this spot, you can hammer away with your driver again. Be careful with this shot, though. You want to stay to the left of the fairway, because on the right side there's a nicely placed bunker, but if you stay too close to the left, you'll hit the trees. After hitting your driver again, you'll be able to loft a wedge shot to the green. If you're playing as a star character than can hit 300 yards you can easily eagle this hole by curving around the dogleg trees and hitting a strong iron onto the green. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 6 (LV6) | Par: 4 |====================================================== | Front Dist: 387 | This is a great imagination hole. You've got an | Back Dist: 414 | option here. Left or right of the trees. If you go | Fairway Size: Wide | left, you've got a safer landing point, but you have | Fairway Lnth: Long | trees to contend with (deadly if you naturally hook). | Green Size: Med | On the left, you have a narrow area between the tree |=====================| and bunker. Accuracy + Imagination. Hook hitters | HAZARDS | should stay on the right side and try to avoid the | Trees (fairway) | bunker. Slicers should stay left and let their | Bunker (fairway) | natural stroke take you toward the green. Depending |_____________________| on how solidly you hit it, you should be able to hit the green with your driver or 3 Wood. If you've got star power, then just screw the imagination and hit it right over the trouble spot with the trees. Just make sure you keep it away from the left-hand trees. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 7 (LV7) | Par: 3 |====================================================== | Front Dist: 131 | This par 3 is a lot more dangerous than the first one | Back Dist: 171 | you dealt with. If you miss short, to the right, or | Fairway Size: Thin | the left, you're in the sand. The best course of | Fairway Lnth: Short | action may be to aim beyond the pin and pull the | Green Size: Large | string. Depending on your character's spin rating, |=====================| you may not want to use the super backspin, because | HAZARDS | you'll pull the ball right back into the bunker. In | Bunker (fairway) | order to shoot beyond the pin, you may want to move | Bunkers (green) | up an iron. It's an uphill put from behind the pin |_____________________| so be wary. It's better to miss past and have to deal with the uphill putt than to miss in front and have to chip out of the bunker. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 8 (LV8) | Par: 4 |====================================================== | Front Dist: 358 | This one's slightly more deceptive than it looks with | Back Dist: 380 | a few hills around your first drive's landing point. | Fairway Size: Thin | However, it's not hard as long as you don't try to do | Fairway Lnth: Long | too much. Keep your drive to the right of the narrow | Green Size: Small | fairway, as it slopes to the left. You may hit the |=====================| downward slope of a hill, so add topspin to roll off | HAZARDS | or play it safe and add backspin to stop it where it | Bunkers (green) | lands. From there, it's just a gentle mid-iron shot |_____________________| to the green. You need to make sure that your shot is accurate, though. There are bunkers around the green and it's on a small hill, making your missed shots slope down into the left and right sandtraps. And, if you overshoot, there's one more waiting for you. You may want to apply backspin to keep yourself around the pin for the bird. Star characters should pretty much understand how to handle this course by now, so I won't divulge anymore info on how to get eagles on par 4s. ^_^ ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 9 (LV9) | Par: 5 |====================================================== | Front Dist: 479 | The end of the front nine, you're halfway though. | Back Dist: 528 | But you're going to have to make some solid shots and | Fairway Size: Thin | keep your greed in check to get away from this one | Fairway Lnth: Long | with no trouble. You've got the tree/bunker combo | Green Size: Small | that is pretty popular on this course (and this |=====================| hole), so avoiding them while coming up with a good | HAZARDS | second shot is key. Leave your drive to the left of | Tree (fairway) | the first tree/bunker, and then take your 3 Iron or | Bunker (fairway) | 4 Wood out to make the follow-up. You should make a | Tree (green) | strong stroke aiming to the right of the second tree, | Bunker (green) | which is in front of the second bunker. From there, |_____________________| you can just chip onto the green, and you're set up nicely for a birdie putt. WHAT!? You say you're greedy and want the eagle? Okay... it is hard to lay your second shot on the green, but if you pull off a power shot with super topspin from the tee, you can consider sailing your second shot over the bunker and onto the green. This is not easy, but if you're using someone with a high shot trajectory and you have some good wind going for you, why not give it a try? ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 10 (LV10) | Par: 4 |====================================================== | Front Dist: 367 | Starting the back nine, you've got a nice valley hole | Back Dist: 392 | that plays pretty easily. Your tee shot is downhill | Fairway Size: Med | so tack on the topspin and aim to the right of the | Fairway Lnth: Long | tree/bunker. From there you have a 4 Iron shot that | Green Size: Small | is a bit harder than it seems. If you care about |=====================| hitting the green on this shot, you need to make sure | HAZARDS | you get a solid drive. If it's too long or you leave | Trees (fairway) | it to the left, you'll be in the sand, and far away | Bunkers (fairway) | from the pin. You don't have much room to work with | Bunkers (green) | here, and if you miss short, the green slopes toward |_____________________| the left bunker. Even f you make this shot carefully enough, you'll have to negotiate the most active green you've seen yet--it's extremely hilly. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 11 (LV11) | Par: 4 |====================================================== | Front Dist: 333 | Some Super topspinning star characters can make this | Back Dist: 360 | green in one great shot. Since we're not concerned | Fairway Size: Long | with that craziness right now, you'll need to make | Fairway Lnth: Thin | two shots. Your first should be placed right in the | Green Size: Med | middle of the fairway to avoid the bunkers on both |=====================| sides. From there, you have a second shot with a 7 | HAZARDS | or 9 Iron to a green that slopes away from the bunker | Bunkers (fairway) | next to it. It's starting to seem pretty easy, huh? | Bunker (green) | Don't get too fancy with backspin on this shot, you |_____________________| can let it bounce past the pin and just bump it back on your birdie try. The green is a nice size and very forgiving here. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 12 (LV12) | Par: 3 |====================================================== | Front Dist: 162 | All you need here is a 3 or 4 iron and a nice | Back Dist: 189 | pullback with backspin if you aim past the pin. This | Fairway Size: Thin | hole is nowhere near as downhill as it appears. You | Fairway Lnth: Short | start about 30 yards above the rest of the hole, but | Green Size: Large | it slopes upward to the point that the green is only |=====================| slightly below the starting position. Occasionally, | HAZARDS | you will get an annoying pin placement, wedging the | Tree (green) | pin between the mess of bunkers and the tree. You | Bunkers (green) | can either aim right and try to slice it in there, |_____________________| or trust your stuff and go straight at it, wailing the ball over the tree. You don't get more points for the heroic shot but it'll impress the ladies. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 13 (LV13) | Par: 5 |====================================================== | Front Dist: 488 | Ahhh! You were starting to get a little bored, | Back Dist: 554 | weren't you? This hole kills natural hooks. Okay, | Fairway Size: Thin | first, take extra care to make good contact on your | Fairway Lnth: Long | tee shot. The very last thing you want to happen is | Green Size: Med | shanking your best shot and ending up in the drink. |=====================| Every single character wants to keep this shot to the | HAZARDS | right side of the fairway. Of course, there's sand | Pond (tee) | there to make sure you make your shot perfectly. | Bunkers (fairway) | From there, if you hook, you'll need to change the | Bunkers (green) | impact point of the ball to stay away from the trees. |_____________________| You're should still use your driver, or 3 Wood if you're not too confident with your accuracy. Once you have your shot lined up consider using a power shot to saw off another 20 or 30 yards to make your Wedge or 9 Iron onto the green easier. So why power shot on the second stroke and not your drive? If you get too greedy from the tee, you'll land right in the bunker. From there, you are definitely not going to hit a driver shot 200 yards. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 14 (LV14) | Par: 4 |====================================================== | Front Dist: 391 | You're given a nice breather hole here. You can relax | Back Dist: 410 | after your first challenge hole. You've got a wide | Fairway Size: Wide | fairway and a pretty straight line at the pin. Your | Fairway Lnth: Long | only real concern is where you place your tee shot. | Green Size: Med | notice that there is a sloping area about 210 yards |=====================| from the pin. You can use this to your advantage if | HAZARDS | can drive to the downward part of the slope and | Bunkers (fairway) | topspin your way down to eat up some yards. | Tree (fairway) | Depending on your drive, your 1, 3 or 4 Wood should | Bunker (green) | get you on the green effortlessly. Be sure to |_____________________| backspin your shot so that you don't overshoot the green in your approach. Even if you come up short of the pin, the backspin will serve you better than no spin. You shouldn't have to worry about the bunker much at all. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 15 (LV15) | Par: 4 |====================================================== | Front Dist: 342 | This hole is hell for players who hook. You've got a | Back Dist: 388 | tree right in front of you in the path of a hook | Fairway Size: Med | shot. You'll want to drive as far as possible and | Fairway Lnth: Long | hit the right side of the fairway as the hole | Green Size: Med | doglegs. Ideally, you want to be northeast of the |=====================| first bunker when you make your second shot. As you | HAZARDS | look down to the pin, you see ANOTHER TREE in hook | Tree (tee) | territory. You'll need to slice around the tree to | Bunkers (fairway) | get your best shot. The game may tell you that you | Tree (green) | can clear the tree, but don't take the risk. That's |_____________________| only possible with an absolutely perfect shot with no wind blowing. Play it safe and take the possibility of a long putt. It's a much easier way to par than trying to clear the tree. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 16 (LV16) | Par: 3 |====================================================== | Front Dist: 114 | This hole is essentially a gimme. It's set up to | Back Dist: 155 | prepare you for the long par 5 that you'll be | Fairway Size: Thin | tangling with next. This shot is a 7 or 8 Iron and a | Fairway Lnth: Short | putt. As long as you don't shank it to the right, | Green Size: Small | there's nothing you'll have to worry about. There's |=====================| a bunker by the fairway, but the only way it should | HAZARDS | effect you is if you try to make a 200 yard putt from | Pond (green) | the tee. Honestly, you can make it halfway to the |_____________________| hole with a putt. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 17 (LV17) | Par: 5 |====================================================== | Front Dist: 519 | Now it's time to take out the driver, because it's | Back Dist: 582 | your best friend on this hole. Take a power shot | Fairway Size: Wide | slice to "split the uprights," or in non-football | Fairway Lnth: Long | terms, hit between the two trees. Apply super topspin | Green Size: Large | and then... do it again! There's another set of trees |=====================| that you should aim between with a slice power shot, | HAZARDS | and, of course, use your driver. If all goes well, | Trees (fairway) | you'll be making a 100-70 yard wedge shot onto the | Bunkers (fairway) | green. I hope you haven't been using up your power | Bunkers (green) | shots. Save two for here if your timing isn't that |_____________________| good. You'll be very happy you did. ============================================================================= | HOLE STATISTICS | Lakitu Valley - Hole 18 (LV18) | Par: 4 |====================================================== | Front Dist: 350 | This is it! The final hole. You're well on your way | Back Dist: 376 | to finishing your first course. The lake can be | Fairway Size: Thin | trouble if you slice and don't straighten it out well | Fairway Lnth: Long | so keep everything you do left. This is the last | Green Size: Med | hole, so use a power shot if you have any left. Hook |=====================| your diver shot to land between the bunkers. Try to | HAZARDS | catch the downslope of the hill with a super topspin | Bunkers (fairway) | for a very decent drive. You next shot should be a | Lake | 7 or 8 Iron to the green, but be careful. The lake |_____________________| cuts close to the fairway and green at this point. If you miss your shot to the right, it can roll into the lake. You want to Make sure you nail the green and keep the ball right where it lands. If it rolls off the green you're going to have a tough uphill chip to get back to where you want to be. Congratulations! You've just completed Lakitu Valley! ____________________________________________________________________________ Cheep-Cheep Tourney at Cheep-Cheep Falls (Cour-3B) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | Course Information scheduled for next update. | Back Tee Dist: | Hole Information scheduled for next update. | Par 3 Holes: | Vital Statistics scheduled for next update. | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ============================================================================= | HOLE STATISTICS | Cheep-Cheep Falls - Hole 1 (CF1) | Par: |====================================================== | Front Dist: | | Back Dist: | Hole Information scheduled for next update. | Fairway Size: | | Fairway Lnth: | | Green Size: | |=====================| | HAZARDS | | | | | |_____________________| ____________________________________________________________________________ Sands Classic at Shifting Sands Land (Cour-3C) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | Course Information scheduled for next update. | Back Tee Dist: | Hole Information scheduled for a later update. | Par 3 Holes: | Vital Statistics scheduled for next update. | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ============================================================================= | HOLE STATISTICS | Shifting Sands Land - Hole 1 (SS1) | Par: |====================================================== | Front Dist: | | Back Dist: | Hole Information scheduled for a later update. | Fairway Size: | | Fairway Lnth: | | Green Size: | |=====================| | HAZARDS | | | | | |_____________________| ____________________________________________________________________________ The Blooper Open at Blooper Bay (Cour-3D) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | Course Information scheduled for a later update. | Back Tee Dist: | Hole Information scheduled for a later update. | Par 3 Holes: | Vital Statistics scheduled for next update. | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ============================================================================= | HOLE STATISTICS | Blooper Bay - Hole 1 (BL1) | Par: |====================================================== | Front Dist: | | Back Dist: | Hole Information scheduled for a later update. | Fairway Size: | | Fairway Lnth: | | Green Size: | |=====================| | HAZARDS | | | | | |_____________________| ____________________________________________________________________________ Peach's Invitational at Peach's Castle (Cour-3E) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | Course Information scheduled for a later update. | Back Tee Dist: | Hole Information scheduled for a later update. | Par 3 Holes: | Vital Statistics scheduled for a later update. | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ============================================================================= | HOLE STATISTICS | Peach's Castle Grounds - Hole 1 (PC1) | Par: |====================================================== | Front Dist: | | Back Dist: | Hole Information scheduled for a later update. | Fairway Size: | | Fairway Lnth: | | Green Size: | |=====================| | HAZARDS | | | | | |_____________________| ____________________________________________________________________________ Bowser Championship at Bowser Badlands (Cour-3F) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | Course Information scheduled for a later update. | Back Tee Dist: | Hole Information scheduled for a later update. | Par 3 Holes: | Vital Statistics scheduled for a later update. | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ============================================================================= | HOLE STATISTICS | Bowser Badlands - Hole 1 (BB1) | Par: |====================================================== | Front Dist: | | Back Dist: | Hole Information scheduled for a later update. | Fairway Size: | | Fairway Lnth: | | Green Size: | |=====================| | HAZARDS | | | | | |_____________________| ____________________________________________________________________________ Birdie Challenge at Congo Canopy (Cour-3G) | VITAL STATISTICS | ____________________________________________________| Course Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | FRONT NINE | | Front 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |-----------------------| | BACK NINE | | Back 9 Par: | | Front Tee Dist: | | Back Tee Dist: | | Par 3 Holes: | | Par 4 Holes: | | Par 5 Holes: | |_______________________| ______________ | \ __________________________________________________________ | 4. Secrets \/ What you don't know... what you don't know... what you do| |________________\__________________________________________________________| !!!!NOTE!!!! The codes posted in the Codes and Secrets section of GameFAQs are INCORRECT for Bowser Jr. and Shadow Mario. I have unlocked all four characters !!!!END NOTE!!!! Unlocking Secret Characters: [Petey Piranha] Complete all three levels of Shot, Approach and Putting Practice with any character. I can verify this code as being correct. [Boo] Earn 50 Best Badges in Tournament Mode. You get a Best Badge anytime you make a Birdie, Eagle, Hole-in-One, or Albatross. I can verify this code as being correct. [Shadow Mario] Complete Ring Shot mode with any character. I can verify this code as being correct. [Bowser Jr.] Complete the Birdie Challenge. You must beat the front 9, then the back nine, THEN beat all 18 holes. (18 straight birdies, whew.) I can verify this code as being correct. Unlocking Courses: [Congo Canopy] Defeat the back nine of the Congo Canopy in Birdie Challenge to unlock the usage of the entire course at once. [All the Other courses] The first time you win a tournament, you will unlock a new course. Beat the next course to unlock the third, and so on. ______________ | \ __________________________________________________________ | 5. Version \/ UPDATE-- What's new... what's new... what's new... what's| |________________\__________________________________________________________| ___________________________________________________________________________ | | - finished character information | | [ver. 0.5] | - added a key for description of character stats | | [08.30.03] | - verified Bowser Jr. and Shadow Mario | | | - first posted version! | |________________|__________________________________________________________| ___________________________________________________________________________ | | - created the file | | [ver. 0.3] | - techniques added | | [08.01.03] | - Lakitu Valley course broken down | | | - character information | |________________|__________________________________________________________| ______________ | \ __________________________________________________________ | 6. Credits \/ Thanks and legal stuff... thanks and legal stuff... thank| |________________\__________________________________________________________| ____________________________________________________________________________ Zephyr Blayze Thanks | THE LIST | _________________________________________________| Nintendo | | GameFAQs and CJayC | Here is the list of people, places and things | Antilles | that I attribute this guide to actually being | Nicole | made. Some of them make sense, some of them | Radio Shack | make me seem like I'm an insane lunatic. That's |__________________________| just the way I like it. ___________________________________________________________________________ Contributer Section | THE LIST | ________________________________________________| Nobody! @_@ | | | No reader contributions have been made yet. | | Perhaps it has something to do with the fact | | that I just made this guide and have no input | | yet. E-mail me at lordwyndia_at_aol_dot_com to | | contribute! |__________________________| Yes. I purposely mucked up the e-mail address to avoid bots. If you can't figure out how to translate lordwyndia_at_aol_dot_com to a real e-mail address (and I feel sorry for you if you don't ^_^ ) you can always leave a message for me on the GameFAQs message board. However, note that I am in my senior year in college and may not be able to check the message boards much once the semester starts. *Legalese* The Club House, the unofficial Mario Golf: Toadstool Tour strategy guide has been created August 1, 2003 is © 2003 Andre Anderson. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. The Game Cube and Nintendo logos are registered trademarks of Nintendo of America. Mario Golf: Toadstool Tour is a registered trademark of Nintendo of America. The author of this document is in no way affiliated with Nintendo of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Mario Golf: Toadstool Tour FAQ/Walkthrough was written by Andre Anderson (Zephyr Blayze, Lord Wyndia), who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Andre Anderson. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decomposed, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. DISCLAIMER: Mario Golf: Toadstool Tour, the Mario Golf: Toadstool Tour logo and all related characters are copyright and property of Nintendo of America. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders (for those that I may have missed by mistake. I'm only human!) Copyright © 2003 Andre Anderson ____________________________________________________________________________ Other Works/Contributions by Zephyr Blayze | INFORMATION | _____________________________________________| Guides on GFAQs: 2 | | Unposted Guides: 3 | Here's a list of everything about me that | FAQs Contributed to: 3 | you need to know if you're stalking me. |------------------------------| My MvC2 Shuma Gorath gude has me credited | GUIDES | as Lord Wyndia, which I will be changing | Mario Golf: TT v0.5 | to Zephyr Blayze soon enough. | MvC2 (Shuma Gorath) v0.9 | |------------------------------| My unposted guides were either submitted | UNPOSTED | and denied or unfinished. Either way, I | CvS (King) v0.3 | do have them somewhere on my computer if | WWF:WM2K (N64, Attitude)vFin | they are wanted. | FF8 (Omega Weapon) vFin | |------------------------------| As for contributions, I have made more than | CONTRIBUTIONS | what I have listed, but honestly, I don't | MvC2 Poses FAQ | remember them anymore. ^_^ | -by EFA682 | | MvC2 Dan FAQ | My MvC2 guide will be updated once I have | -by Evil Matt-MUN | synced up the contributor name to my | MvC2 Ruby Heart | message board account. | -by Big Joe | |______________________________| ____________________________________________________________________________ Statistics | INFORMATION | ______________________________________________________| Pages: 19 | | Lines: 1313 | Statistics are not inclusive of the point beyond the | Words: 10594 | line above title word of "Statistics." In other | Characters: 78433 | words, this section does not count itself. ^_^ It |_____________________| would create a never-ending cycle of checking the statistics of the statistics. That's just plain silly. The characters stat includes spaces. If, for some reason the characters without spaces statistic is wanted, I'll put it in... but you people have got to be loons if you want that in. _____________ ____________________________ / \ ____________________________ | Mario Golf: Toadstool Tour \/ End of File \/ Mario Golf: Toadstool Tour | |____________________________/_________________\____________________________|