__ ______ ___ ________ / |/ / _ | / _ \/ _/ __ \ / /|_/ / __ |/ , _// // /_/ / /_/ /_/_/ |_/_/|_/___/\____/ _________ __ ____ / ___/ __ \/ / / __/ / (_ / /_/ / /__/ _/ \___/\____/____/_/ FAQ Version 3.0 By Aardvark (Kazooie074@aol.com) 1/5/00 ******************* * VERSION HISTORY * ******************* 3.0 -1/5/00 -added more Course tips 2.5 -1/4/00 -more ring shot help -added tips for Course 1 2.0 -1/2/00 -finally updated! Lots of new stuff, check it out! 1.2 -9-5-99 -changed my name to Aardvark 1.1 -8-22-99 -got more characters -medium changes 1.0 -8-5-99 -first one ************ * CONTENTS * ************ 1. Introduction 2. Characters 3. Shooting 4. Game Modes 5. Credits ******************* * 1. INTRODUCTION * ******************* Mario Golf for Nintendo 64 has been around about half a year now, and I am just updating my FAQ now. Why? School, mainly. Thank God for Christmas break! Well, golf has been around a while, and one of the world's most relaxing sports. Well, untill Mario came around. Then, it turned into a full-blown battle! I hope my Mario Golf FAQ helps you out some deal. See ya on the tee! ***************** * 2. CHARACTERS * ***************** 1. Plum Shot type: Straight Drive: 208 Yards Get: Have at start 2. Charlie Shot type: Fade Drive: 210 Yards Get: Have at start 3. Peach Shot type: Straight Drive: 212 Yards Get: Have at start 4. Baby Mario Shot type: Draw Drive: 215 Yards Get: Have at start 5. Luigi Shot type: Fade Drive: 220 Yards Get: Get character mode 6. Yoshi Shot type: Straight Drive: 230 Yards Get: Get character mode 7. Sonny Shot Type: Draw Drive: 240 Yards Get: Get character mode 8. Wario Shot Type: Fade Drive: 250 Yards Get: Get character mode 9. Harry Shot Type: Draw Drive: 260 Yards Get: Get character mode 10. Mario (yippie) Shot Type: Draw Drive: 270 Yards Get: Get character mode 11. Maple Shot Type: Straight Drive: 245 Yards Get: Get 50 birdie badges on Tournament mode 12. Donkey Kong Shot Type: Fade Drive: 275 Yards Get: Beat 30 of 36 holes in Ringshot mode 13. Bowser Shot Type: Draw Drive: 280 Yards Get: Get character mode 14. Metal Mario Shot Type: Draw Drive: 285 Yards Get: Get all 108 birdie badges in Tournament mode To get the other 4 characters at the bottom, you need to go out and buy Mario Golf for GameBoy Color, available now. *************** * 3. SHOOTING * *************** Shooting in Mario Golf can be a little hard, but this section will have you shooting like a pro! CLUB SCELECTING First off, the right club is probably the most important choice when making your shot. Woods (W) hit the ball the farthest, but not very high, and can be hard to be accurate. Irons (I) tend to hit higher shots. Irons help you clear trees and get out of ditches. Or, if the wind is in your favor, hit with your 2I to get a high AND long shot! The higher the club number, the higher the ball will naturally go. SPIN Second, you'll need to consider putting a spin on the ball. To do so when shooting, hold Z and move the control stick around. The red dot on the ball will let you know where youre hitting it. Normally when you swing, the ball will be hit in the center, so that it launches in a somewhat straight path. A topspin (hitting the top) will result in a low-flying shot that can cut through winds and roll farther than a normal shot. A left sidespin (hitting the left side) will result in a ball flying to the right. A right sidespin (hitting the right side) will result in a ball flying to the left. A backspin (hitting the bottom) will result in a high shot that will get picked up by the wind, but can help sail over the trees. DRAW AND FADE Some characters will put a natural spin on the ball when they hit it. If a character is a fade hitter, the ball will tend to sail to the left before curving to the right. But if a golfer hits a draw shot, the ball will curve in the opposite direction. WEATHER Finally, you'll want to look at the weather before you go a swingin'. The wind can blow your ball off course, so adjust your aim before hitting to account for this wind. If the wind is blowing towards you, your ball will land in front of the grid. But if the wind is blowing away from you, the ball will likely sail over the grid. When it rains, the damp grass will prevent your ball from rolling as far as it would normally. Hit it with some extra power to give it some extra push. When puttiong, aim past the hole on the wet grass. ******************** * 4. PLAYING MODES * ******************** Now, I know this isn't all of the modes, but I don't really wanna write all about a 2-player game. These are tips and whatever for some 1- player games. ----------------------------------------------------------------------- 4A. TOURNAMENT MODE ---------------------------------------------------- ------------------- This is just a regular golf tournament. You can get a gold, silver, or bronze trophy. At the end of each tournament, you get course points, which help you get to new courses. The point tallies are as follows: COURSE 1 - 0 points needed COURSE 2 - 50 points needed COURSE 3 - 300 points needed COURSE 4 - 1000 points needed COURSE 5 - 1800 points needed (I think) COURSE 6 - 2600 points needed (Don't remember) Also, if you get a birdie or better on a hole, you get a birdie badge. You can get only one for each hole. The game saves your badges. TOAD HIGHLANDS The only tournament course that is open right off the bat (or is it club?) is Toad Highlands. Eighteen holes of forgiving fairways and large greens, the Toad Highlands are perfect for beginners. Hole 6, Par 3 The fairway and green sit on a small island in the rough, so compensate for wind interference to land your shot by the hole. Hole 11, Par 4 On your first shot, aim for the fairway rather than attempt to clear the hills, since the sandtraps at the base will ensnare you. Hole 14, Par 4 If you hit your ball to the near-left corner of the pond, you'll have a clear shot to the hole that provides plenty of green to land on. Hole 16, Par 5 By aiming between the second and third trees on the hilltop, you'll have an easier time shooting over the second hill to the green. Hole 17, Par 3 Avoid overshooting in the hopes of clearing the first bunker at the foot of the hill - another bunker lies beyond the sloping green. KOOPA PARK Koopa Park is an intermediate course where the fairways are narrower than Toad Highlands, as with the greens. Water also covers alot of the course, so bring some extra balls! Hole 6, Par 5 After your first shot, aim for the fairway rather than taking the risk of launching your ball over the hill and through the trees. Hole 8, Par 4 Aim well past the hole. With the extra power, your ball will have the momentum to roll up to the cup rather than off the cliff. Hole 11, Par 4 If you miss the narrow, zigzaging fairway and get tangled in the rough behind the trees, bail yourself out with some backspin. Hole 14, Par 4 It's easier to sink the uphill putt on hole 14 than the downhill putt, so aim your shot in front of the hole instead of behind it. Hole 15, Par 4 Aim for the fairway's right edge so your ball lands in front of the pond. On your second shot, you'll have a clear path to the green. Hole 16, Par 4 Reaching the green requires no special tricks, but putting to the hole will. Use careful putts to conquer the uneven and wavy ground. SHY GUY DESERT Unlike Koopa Park, the Shy Guy Desert is dry as a bone. What it lacks in water hazards, it makes up for with sand traps. Bunkers are almost everywhere, so chances are, if you shoot bad, you'll be using your sand-wedge most! Hole 4, Par 4 Consider the wind and the power of your character's swing when taking your first shot to avoid driving your ball into the valley. Hole 7, Par 3 When driving and hitting on the green, practice restraint, since overpowered shots can land you in the green's backyard bunker. Hole 9, Par 4 Precision is more crucial the closer you get to the green. On hole 9, bunkers incresingly tighten the fairway farther down the line. Hole 14, Par 5 If you land in the large bunker, work on pitching your ball out of the sand rather than hopelessly trying to drive your ball towards the hole. Hole 17, Par 5 If you have the power, try and drive the ball to the tiny island to the left of the main course, where you'll have an opportunity at scoring an albatross! Hole 18, Par 4 Pay close attention to the wind, since you'll want to land on the center of the fairway on every shot to avoid those sandtraps splattered all over. YOSHI'S ISLAND A series of many islands form this beautiful course. Big pieces of fruit dot the hills, and steep cliffs are everywhere. I think you'll like it! Hole 4, Par 5 This tough hole is all uphill. You'll need some extra power on each shot, so rather than wasting your precious power shots, place the grid ahead of where you want to end up. Hole 6, Par 3 This hole is a small island, raised up high. First, shoot high so you can avoid the clifflike walls of the island. Second, bunkers surround the green, so you must plan your first shot carefully. Just hope there's no wind! Hole 7, Par 5 Hole 7 keeps you shooting across a river several times. On your third shot, swing with a nice powerfull backspin to clear the river. Hole 10, Par 4 Hit your first shot high over the hill to your right, so you can land on the fairway behind it, then arc over the second hill to make it to the green. Hole 14, Par 4 Hit your ball toward the bunker. If your ball lands too far to the right, you'll have trouble hooking your shot around the mountain in your way. Hole 16, Par 4 Even if you land in the rough, it's better than landing in the valley, so avoid shooting for a spot that's close to a mesa's edge. ----------------------------------------------------------------------- 4B. RING SHOT MODE ----------------------------------------------------- ------------------ In this mode, you try to shoot the ball through rings on the course, as well as finishing under par. There's 6 courses in this mode, with 6 holes on each. You only have the first at the start, but by completeing the holes, you get more. For each one you can do, you get a star. here's the chart: COURSE 1 - 0 stars needed COURSE 2 - 4 stars needed COURSE 3 - 8 stars needed COURSE 4 - 12 stars needed COURSE 5 - 16 stars needed COURSE 6 - 20 stars needed COURSE ONE Creek Crossing - Par 4, 2 Rings Aim for the shore by the rings, then hit your ball over the river. On the third shot, add backspin to help lob your ball through the rings and onto the green. Every Which Way! - Par 4, 2 Rings Use an iron or backspin to pitch your ball through the first ring, then wield your power swing to pitch the ball through the second ring. COURSE TWO Power Past the Pond! - Par 4, 1 Ring Hit your first shot toward the bunker and the rough at the rim of the lake, then swing with backspin to launch your ball into the hoop. Arches Here and There - Par 5, 3 Rings Clear the second ring so your ball stops rolling near the edge of the pond, it will then be in line with the third ring. COURSE THREE Pyramid Ring - Par 4, 1 Ring Apply power and backspin, then select the iron that has a trajectory line that can touch the ring while your targeting grid stays in bounds. Center of the Bulls-Eye - Par 4, 2 Rings Since getting out of a sandtrap is manageable, place your targeting grid on the bunker so you can sink both of the rings. Shoot for the Stones - Par 4, 1 Ring If you blanket the mountainside with your grid so that it appears right behind the lone ring, your shot will go through it and bounce back on course. Sand Dune Summit - Par 5, 2 Rings After you clear the ring, you'll probably land in the sand with a mountain blocking your view of the hole. Right sidespin to shoot around the bend. COURSE FOUR Scraping the Cliff - Par 4, 2 Rings Use backspin to lift your ball up and through the cliffside rings. If your ball happens to hit the cliff after clearing the rings, it should bounce over the rough. Drop into the Valley! - Par 4, 1 Ring Choose an iron, place the targeting grid directly below the rings, then hit the ball high to let it drop through the rings. Arches in the Hills - Par 4, 3 Rings Don't worry if your ball rolls through a ring but stops short of the others. Clear them on your way to the green with a nice power shot to reach the fairway. Zig and Zag - Par 5, 3 Rings The final ring is the trickiest, since you'll need both distance and height to clear it. To achieve both, use power and add some backspin to reach the other shore. OTHER TIPS TO COME! ----------------------------------------------------------------------- 4C. GET CHARACTER MODE ------------------------------------------------- ---------------------- In this mode, you get more guys. To get them, you must beat them in a game of golf, on any open tournament course. An easy way to beat most of the guys is to beat 30 Ring Shot holes to get Donkey Kong. ----------------------------------------------------------------------- 4D. MINI GOLF ---------------------------------------------------------- ------------- There are 2 mini golf courses, each with 18 holes. In this mode, you only have a putter. The courses are made of letters and numbers. There is water on some of them, too, so be careful. Here's a tip for the first hole of Luigi's Garden - Just hit the ball with about 65 feet of power, straight forward, for a hole-in-one! In Minigolf, you play on ramps that form letters and numbers. More like billards than golf, the putter courses require you to use bank shots to ricochet your shot into the cup. And if all-else fails, use a power putt to bounce a 200-foot shot through the green in the hopes that your wildly bouncing ball will run out of steam near the hole. ----------------------------------------------------------------------- 4E. SPEED GOLF --------------------------------------------------------- -------------- Yippie! Speed golf is a timed tournament-type round of golf, on any open tournament course. You are the only player. The music is nice, fast paced music, to keep you going. It suits the mode nicely. ************** * 5. CREDITS * ************** I would like to thank the following: -Nintendo, for the game -GameFAQs, for lots of stuff -Nintendo Power, for some info. -Me, for updating this -You, for reading this I, Aardvark, am not associated with GameFaqs or Nintendo in any way. You may NOT take any part of my FAQ and put it somewhere else. This is my work, and if you're too lazy to type up your own, too bad. If you E-Mail me, I will probably give you permission to put it on your site. This FAQ Copywright 1999-2000 Aardvark (Dan Weingardt). Bye!!!