Mario Golf: Toadstool Tour - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Mario Golf: Toadstool Tour - Strategy Guide (Page 02).
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Grass bunkers are rare, but they are easily the BIGGEST PAIN IN THE ASS EVER!
They REALLY, REALLY affect your ball lie, and can easily cost you a couple of
shots. The only place I have found them in is the Bowser Badlands, which is
natural because it is the hardest cup. You can recognize them because they are
tall, tall patchs of grass. Taller than any rough even! Again, the sand wedge is
your way out.
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THE THREE ROUGHS: There are three different rough areas: Semi-rough, rough, and
heavy rough. You don't need to worry that much about semi-rough, because it
barely hurts your lie. You can usually find semi-rough areas right on the edge
of regular rough. Rough areas aren't as bad as bunkers, but, like with bunkers,
you can sometimes land in a position where you can only hit your ball a couple
of yards. What's even worse than the rough is its surroundings; there are
usually many, many tress around rough areas so it is pretty much impossible to
make any more progress with the ball.
Heavy rough is the ultamite pain. It affects your ball lie A TON. More than any
other rough, and easily more than a beach bunker or regular bunker. They are
located past roughs usually. You'll almost never find heavy-roughs alone. It is
usually behind rough areas, or just not there. Another bad part about heavy
rough is getting out with a bunch of tress in your way; you'll have to shoot
past them if you want to make any ball progress. The sand wedge is, again, a
good escape from roughs.
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FLOWER PATCHS: Flower patchs is uncommon terrain. They aren't as big a threat as
bunkers and rough areas. Sure they affect your ball lie, but only by a little.
More than semi-rough, but less than a regular bunker. You'll usually find these
around the out edges of the holes. You can easily recognize them; they are
bunches of different colored flowers. One cool thing about the flower patches is
that when your ball lands in them, Pikmin fly out :)
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ROCK: Rock is another one of those uncommon terrains. You can see them A LOT in
the Shifting Sands, but they don't appear as much anywhere else. It is hard to
land on rock, because your ball usually bounces about five-hundred times before
it lands, so you'll most likely bounce onto some other terrain. Rock does indeed
hurt your ball lie, but not as bad as heavy rough or grass bunkers. Rock can be
disguised as anything; it can be stairs, it can be bridges, it can be some flat
area, a pillar, you name it.
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WASTE AREA: I have only seen waste areas in the Shifting Sands. They do, of
course, affect your ball lie, but not as bad as rock. Your ball doesn't bounce
in waster areas; it just falls and stops. It is a little hard to recognize
though its color is darker than rock, but lighter than a regular bunker. Waste
areas are usually big, open spaces off to the sides of the holes, but there can
be small patchs in the middle.
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=-=-=-=
HAZARDS
=-=-=-=
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WATER-HAZARD/LAVA-HAZARD: The water and lava hazards are the same. If you fall
in one, it is considered an O.B. shot. You'll have to re-do your stroke, and
you'll also get a one-stroke penalty, making them a pain. The most common area
for water-hazards is Blooer Open (no, really) and the only area with lava is the
Bowser Badlands. The hazards are mostly on the sides of the hole, but you can
find little ponds on the main roads.
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TREE-HAZARD: This happens when your ball gets stuck in a tree. It rarely
happens, but it can be a pain. Again, you'll have to re-do the shot and you'll
end up with a one shot penalty. On rare occasions, your ball will appear near
the tree, but that can sometimes be even worse. :(
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THWOMPS: A thwomp can be found only in the Bowser Badlands. If you land under
them, they'll come slamming down and hurt your ball lie by about four to five
percent.
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BOB-OMB: A Bob-omb is a big bomb that sleeps and explodes when your ball touches
it. It'll send your ball back a few feet when it explodes. This can sometimes be
good and it can sometimes be bad. By that I mean that sometimes a Bob-omb can
blast your ball back near the green and sometimes it'll blast your ball into a
differnet hazard.
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+====--------------------------------------------------------------------====+
| GAME MODES |
+====--------------------------------------------------------------------====+
There are thirteen modes. I will list them all here, with a
description of each one.
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TOURNAMENT MODE: This is the biggest mode in the game. There are over five
different tournaments, and there are also many unlockable ones. You can compete
for trophies, play all 18 holes just for fun, or play from the front
tees.
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CHARACTER MATCH: This is also a big mode. Here you can play other characters for
fun. But if you see an envelope next to a character, that means you have
been challenge by that character. If you accept the challenge and beat
them, you get the star player of that character, which is a better
version of the character! This is the order in which the characters
challenge
you:
Koopa
Peach
Luigi
Diddy
Yoshi
Birdo
Wario
Waluigi
Daisy
Mario
DK
Bowser
You already have the stars of secret characters when you get them.
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STROKE PLAY: Here you must try to complete the hole in as few strokes as
possible. You select a cup and you play all 18 courses of that cup. See if you
can get the lowest possible score by the end!
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DOUBLES: Here, two characters compete against two other characters. Each team
hits one ball. So for example, character one on the first team will
hit the first stroke, then character two will hit the second stroke,
etc. There are many different modes to play this in. You can do the
following:
Stroke Play
Match Play
Four Slots
Three Slots
Skins Match
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RING ATTACK: This is yet another big mode. You do one course at a time, and you
have to get through all the rings in that course AND make par or
lower. If you miss a ring or get over par, you have to start over. If
you complete ring attack totally you unlock a secret character!
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CLUB SLOTS: Here, you compete with a limited amount of clubs. Your clubs are
determined by slots. You can do Four Slots, which determine clubs and
items, or you can do three slots, which determine only clubs.
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COIN ATTACK: Here you play all 18 courses of a cup. But now you have to collect
coins. You'll find hundreds of coins on a course. There are two
different Coin Attack modes. The first is quick cash, where you get
extra coins in when you make it in two shots below par and the second
mode is Cash Cup where you compete for coins and make par. See if you
can get a good coin score!
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SPEED GOLF: Here you try to complete a cup of 18 courses in the fastest time
possible. Besides that, it is the same as regular golf. You can't save
in speed golf. See if you can get a short time!
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NEAR-PIN: In this game, you go through an 18 course cup but this time you only
get one stroke. You must try to get as close to the pin as possible in
that stroke. You cannot save in Near-Pin. See how close you can get!
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SIDE GAMES: There are four different side games here. The first is Birdie
Challenge. Here, you go through an 18 course cup and try to get as
many birdies in a row as you can.
Next is Shot Practice. Here you can improve your shot skills by
practicing.
Next is Approach Practice. You can practice your approach shots here.
The final is Putting Practice where you can practice putting.
Beating the Birdie Challenge gets you a secret character, while
beating the other three side games gets you yet another secret
character!
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TRAINING: Training allows you to practice individual holes. You can do all the
holes you've unlocked. This is great if you really stink on a certain
hole and need to practice it.
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MATCH PLAY (2 player only): Here you compete against your friend. Each person
has their own ball and they take turns hitting it. There person who makes it in
the cup with less strokes than the other wins that hole. A player must win ten
holes to win.
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SKINS MATCH (2, 3, and 4 player only): Here, up to four players can compete in
an 18 course cup by winning each hole. Ties carry over here.
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STAR TOURNAMENTS (must be unlocked): The star tournaments is unlocked after
beating the first six tournaments. In the star tournaments, you play the back
tees of all the holes.
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+====--------------------------------------------------------------------====+
| TOURNAMENT CUPS |
+====--------------------------------------------------------------------====+
Here I will list the cups and how to beat each one.
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TOURNAMENT TIPS
---------------
You can give up after the first stroke but you'll take a MAJOR
penalty. We're talking +6, +8, or +10!!! DON'T SKIP unless you have a
bogey over 10!
Check the wind. If it is moving against you, hit a couple yards more
than you want. If it is moving in the same direction as you hit the
ball a couple yards back than you want. Remember to turn a little to
the left or right if the wind is blowing to the left or right.
Use spins. If you need to go a bit over the cup, do a backspin, while
if you think you aren't going to reach the cup, do a topspin. Super
spins are usually the way to go, but you can sometimes overshoot what
you're aiming at, so be careful.
NEVER USE AUTO SWING! Practice manual swing A LOT before you start
tournaments, until you are very good. Auto swing can really mess up
your shot and the rest of the strategy won't work! If you are a little
off the center of the impact zone, that's okay but if you do a huge
hookshot, THAT'S bad.
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RE-DO A HOLE
------------
This is a great thing. If you don't think you are going to make par or
under on a hole, then save and quit. When you start, you'll be at the
beginning of the hole you saved on! This becomes very useful in the later
tournaments like Peach's Invitational and Bowser Championship!
With all that said, let's move on to the first tournament!
----
NOTE
----
Due to the similarities of all the holes, I will write a short summary
of the course, telling you what to expect. However, I shall write a
strategy specifically for some of the harder holes.
><><>----------------------------------------------------------------------<><><
><><><><><><> LAKITU CUP <><><><><><><>
<><><----------------------------------------------------------------------<><><
The Lakitu Cup is the first and easiest of the tournaments. There are
almost no bunkers, which is a good thing. There is also almost NO wind
and it doesn't rain a lot either. Watch out on some of the later holes
though, because they contain the evil water-hazards. Watch out for
bunches of trees on the sides, because they can REALLY mess up your
shot. For the front nine holes, the green is pretty flat, although it
can get a little bumpy during the back nine holes.
The guide for this tournament was written while using _Star Yoshi_.
However, the strategies given should work for any character.
_______
HOLE 2
PAR: 4
-------
Before I start, I'd like to point out that there are a lot of bunkers
here, so be careful.
Your shot position should be going over some trees at the start so
shift it to the left if your character's max yards is low. Also, you
can switch to a power shot and it'll fly over the trees and bunker.
Anyway, once you hit that first shot as far as you can, you should
land less than 130 yards away from the hole. The green is slanted here
so hitting the ball in front of the hole won't work. Instead, try to
aim it a little to the left. It probably won't roll in but it'll land
less than 20 feet away. Aim the shot at the hole, but remember the
ground slopes to the left AND right. If you miss, it'll land about
three feet away, so you can make par.
_______
HOLE 5
PAR: 5
-------
Your first par five hole. Joy! Par fives are great because you can
almost always get an eagle or better yet, an albatross! Anyway, begin
by shifting your shot to the left so it doesn't land so close to the
batch of tress near the hill. Switch to a power shot, and hit the ball
as far as you can. Adding super-topspin won't hurt either.
This next shot is tricky. Aim to the right of the trees, but not
super-right because your ball will land in a rough area or worse, a
bunker. Switch to a 1W club and reduce your shot so it doesn't land
near the bunker. DON'T switch to power. Hit the shot and if everything
went well, you should land in a perfect position.
You should have automatically switch to an approach wedge so aim it
right in front of the hole and shoot. It'll role in and give you a
nice little eagle. Should it miss, it'll end up right next to the cup,
so you can still get a birdie.
_______
HOLE 9
PAR: 5
-------
Yipee! Par 5! On your first shot you MUST not make the ball fall short
because it'll hit a tree and fall in a bunker. It is very wise to
switch to a power shot AND add super-topspin as you hit the shot (as
far as you can, of course). The next shot can be a pain for people who
are using characters with low max yards. There is yet another TALL
tree and a HUGE bunker in front of the green. You hit the tree, you
fall in the bunker.
So make sure you have a clear shot going over the tree and bunker. Aim
the shot about five yards in front of the cup and hit the ball. It
should roll forward and stop about 10 feet away. You should hear a
"GREAT" which means your next putt is an eagle putt. Anyway, hit it in
for an easy eagle.
_______
HOLE 15
PAR: 4
-------
You have two hazards on the first shot to watch out for: A tree and a
bunker. Adjust the impact point so that it goes over the tree and hit
the ball really far with a super-topspin to avoid the bunker. There is
another tree you need to be careful of on the next shot so adjust the
impact point so it is at the very bottom of the ball. Aim NEAR the cup
and hit. You should land right next to the cup. Hit it in for a
birdie.
><><>----------------------------------------------------------------------<><><
><><><><><><> CHEEP CHEEP TOURNAMENT <><><><><><><>
<><><----------------------------------------------------------------------<><><
Like the name suggests, this course has a lot of water hazards. The wind
and rain pick up here, so that means a lot more of adjusting your shot.
Again, there are woods on each side of the hole, so a hook shot will
guarantee you a bogey or worse. There are a couple of bunkers in every
course, and you'll see a lot more rough areas. As long as you keep your
ball on the main path, you'll do fine.
_______
HOLE 8
PAR: 4
-------
Hit the ball as far as you can with power but you have to make sure
your shot is DIRECTLY in the middle of the impact zone. If not your
shot could possibly fly into the bunker on the right or the rough area
on the left. You'll have to shoot the next shot over a bunker so don't
mess up. The next shot should be aimed NEAR the cup. Even if you hit
it perfectly, the uneven ground might roll your ball about ten feet
away. Your next shot should be aimed straight at the cup. You'll most
likely miss and get very close to the cup but if you do, just hit it
straight in for a par.
_______
HOLE 9
PAR: 5
-------
Your first shot should be as far as possible with super-topspin and
power. You now have a choice for your next shot. You can take a risk
and try to make it over the HUGE water-hazard to save TWO shots, or
you can play it safe and hit it onto the grass in front of you. If you
decide to hit it over the hazard you MUST SWITCH TO POWER !!! It would
also help if you are playing with a star character. If you miss,
you'll get a penalty and start in the rough area right in front of the
water. You'll most likely get a bogey also.
Anyway, if you want to play it safe just hit the second shot as far as
you can onto the grass and then aim the next shot over the water-
hazard and hit it as far as you can. Once you are on the other side of
the water aim the shot about three yards in front of the cup and
shoot. It should roll into the cup. If it doesn't, you should be only
a few yards away, so you can still make par.
_______
HOLE 13
PAR: 5
-------
This course has lots of water hazards in it so watch out. Begin by
hitting the ball as far as you can with power IF YOU AREN'T A STAR
CHARACTER! If you hit it as far as you can with a star character, your
ball will fly straight into the water. Reduce your next shot by about
35 yards and shoot with no topspin. If you don't reduce the yards, the
ball will fly into another pond of water.
Next, aim your ball about five yards away from the cup and shoot. It
should end up in the cup. If the ball doesn't land in, it'll probably
end up about three feet behind the cup, so you can still get a birdie.
><><>----------------------------------------------------------------------<><><
><><><><><><> SHIFTING SANDS <><><><><><><>
<><><----------------------------------------------------------------------<><><
Shifting Sands, also known as Sands Classic, is the third tournament.
It is much more difficult than the first two because of all the
bunkers and objects in your way. The wind REALLY picks up here, and can
sometimes go up to 15 miles per hour on a course! It doesn't rain as
much here though, so that's one good thing. Unlike the last two courses,
there are no woods surrounding the holes. Instead there are *no... wait
for it!* more bunkers. I suggest using a star character with
a good max yards to play on this course.
This guide was written while using _Star Mario_ although all
strategies should work for every character.
_______
HOLE 2
PAR: 5
-------
Bleh.... this is a very difficult course for beginning players. First
off there is a little island surrounded by lake and you have to reach
that island on you first shot. After that, there are more little
islands, but they are surrounded by sand. Sand means bunkers and
bunkers are bad. You really need to pay attention to the wind and
weather here. Also, use only manual shots, because autos might make
you curve wildly and you'll land in a bunker.
Having said that lets move on. If you are using a character with a
nice amount of max yards (around 270 or 280; usually star characters),
you can aim for the island on your first shot. If your characters max
yards is weak and a power shot still won't get you to the island, then
you'll have to hit it on one of the little islands near the lake. They
are surrounded by bunkers, not water. You next shot can now be aimed
at the water island.
Once you are on the island, switch to a power shot and aim toward the
center of the fairway that's right in front of the green. If you can
reach the green, that's good also although I don't recommend it
because your shots usually fall short. Your next shot should be an
approach so aim right in front of the hole and hit. If you don't make
it in, you should land near the hole. Take note of the slope here when
you aim, but it shouldn't be a problem since you should be so near the
hole.
_______
HOLE 4
PAR: 3
-------
This is difficult. You must shoot your ball over a HUGE bunker and
onto the to of a broken pyramid. If the ball falls short and lands in
the bunker, you're pretty much guaranteed a bogey. If you overshoot,
you'll get an O.B. and have to redo the shot.
Anyway, first switch to a 7I or 8I club, reduce your yard count by
about five yards and aim TO THE RIGHT of the hole, over the bunker,
and shoot. Your ball might land in the bunker or a rough area but
(you'll almost never hear me say this) that's perfectly fine because
you can approach from a short distance and you'll almost always get a
birdie. It is easier to just land on the green and putt, but do
whatever way you choose.
_______
HOLE 14
-------
PAR: 5
Hit your first shot as far as you can with power. You will most likely
end up to the left of a river. There is a super-cool shortcut here
that allows you to skip 2 or maybe even 3 shots! The problem is, the
shortcut is over the river, so if it falls short, PENALTY! If you make
it, you'll land on the green. Wait there while I describe the other
route.
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CAUTION: If you land in the waste area or rough area near the shortcut
DO NOT TAKE IT! Even if your character can hit 350 yards, you won't
make it past 100 yards! You'll end up in the rough again and you STILL
won't be able to make it! Not to mention you'll have to waste about
three shots trying to get back on the regular path! Ignoring this
warning get you up to a +10 bogey!
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If you choose NOT to take the shortcut (and trust me that is a WISE
decision for characters with low max yards) you'll have to go from
small fairways surrounded by waste areas and bunkers. Waste areas
SERIOUSLY reduce your shot so be careful. You first shot should be as
far as possible, and your next shot should be near or on the green
(depending on how far you can hit). If it is near the green, knock it
in with an approach shot.
Okay we're back at the green for all routes. There are slopes so watch
out as you hit it in for an eagle or a birdie or a par.
_______
HOLE 18
PAR: 5
-------
Last hole! Yet! And what better way to end it by giving you a par 5
hole with about 5000 obstacles in your way and lots of bunkers! Begin
by switching to power and hitting your ball over the large obstacle in
front of you. You should land behind a bunker. Your next shot needs to
be NEAR the green. Near enough so you can still putt the ball, but not
be on the green. Now just putt it in for an EAGLE!
><><>----------------------------------------------------------------------<><><
><><><><><><> BLOOPER OPEN <><><><><><><>
<><><----------------------------------------------------------------------<><><
This is where the sentence, "OH MY ****ING GOD THAT WASN'T ****ING
FAIR! I ****ING HATE YOU, YOU STUPID BALL AND I WANT YOU TO DIE!"
originated because you will be saying that a lot during this course.
If you are a fan of the Mario series, you should know that a Blooper
is a sea creature, so it is obvious that there is a lot of water here.
Also, fast fairways are introduced. If you land on one, your ball
rolls a lot farther than it would do on a regular fairway. Also, take
note of the excellent graphics here, because they are some of the best
in the game. Because of the FAST wind, your ball can go flying into the
water, so really adjust your shot. The beaches are made of bunkers, and
they are called "Beach Bunkers." A beach bunker is not as bad as a
regular bunker, so don't freak if you land in one. One more thing is
that most of the bunkers are in the
shapes of dolphins, fishes, etc. :)
This guide was written while using _Star Yoshi_ although the
strategies should work for any character.
______
HOLE 8
PAR: 4
------
The ocean is on your left for this whole hole (no pun intended) so be
careful. You want to hit you ball onto the lower level of this island
and you need to hit it about 245 yards for that so switch to power if
necessary. The second shot should be hit as close to the front of the
green as possible. The green is pretty big so you'll have to putt
about 65 feet for it to get into the hole, but unless you seriously
mess up, it should be no problem.
_______
HOLE 15
PAR: 4
-------
Okay this is a little tricky. You want to hit your ball onto the
turtle shell (the outline of the turtle is a bunker) but you have to
hit it in the right spot because there are four rows of rough areas.
Hit it in between two of those rows and aim your next shot about seven
yards from the hole. It should bounce near the hole, if not into it,
making your final shot easy.
_______
HOLE 18
PAR: 5
-------
Last hole! Okay the first part of this is really hard because there is
a HUGE wall blocking your way so you have to waste a shot going around
it. How to avoid that you say? Well, actually, you can't. So you have
to hit it in front of the wall and then turn to the right and hit it
up onto the higher area. DON'T HIT THE SECOND SHOT TOO FAR! You'll fly
into the ocean. Your next shot can't be hit up onto the third floor of
the hole so you just have to hit it across the island. Not all the way
across though. Try to aim it in the center of the fast fairway.
------------------------------------------------------------------------
CAUTION: If you land too close to the ledge on your third shot, you
might not be able to make it up. DON'T TRY even if your shot path line says you
can, because wind and weather will change the results. Instead, turn 180
degrees and hit the ball about ten yards. You'll waste a shot doing this, but
you'll waste a lot more trying to get up on the ledge.
------------------------------------------------------------------------
If you can't hit the next shot up onto the third floor, switch to a 9I
club. Now aim near the front of the green and shoot. It'll bounce near
the hole. Now just hit in that last shot to make par.
GREAT JOB! YOU BEAT HOLE 18!
Sorry it's just really hard so that deserves a separate
congratulations.
GREAT JOB! YOU BEAT BLOOPER OPEN!
><><>----------------------------------------------------------------------<><><
><><><><><><> PEACH'S INVITATIONAL <><><><><><><>
<><><----------------------------------------------------------------------<><><
Peach's Invitational introduces warp pipes and Chain Chomps. Sometimes, a pipe
can take you all the way to the green, or it can sometimes simply cross a gap.
In the front nine, chain chomps only appear in certain holes, but later they
will begin to appear at each hole. You can avoid Chain Chomps only by not
landing in their pit. For smaller chomps, there are smaller pits. The wind is
heavy, usually at 10-15 miles per hour. Rain appears every once and a while
also. You'll usually want to aim at the warp pipes, because they can take you
really far. Remember to watch the wind while aiming for them! Water-hazards
appear every once and a while, but they are usually pretty big, so it is easy
for you to fall in. Try your best to avoid them. One more thing: When you land
in flower patches, Pikmin fly out. Just a little cool touch.
The guide for this cup was written while using _Star Mario_ though the
strategies should work for any character.
______
HOLE 2
PAR: 4
------
There are Chain Chomps all over this level, a water-hazard, and a bunch of rough
areas. Those three things will make this a challenging hole for beginning
players. You'll want to start by hitting the ball over the rough area and over
the chain chomp. You'll skip a good hunk of the hole. If you did the last shot
right, your next shot should be an approach. Aim near the front of the cup and
shoot (take note of the wind!). Your ball should land within ten feet of the
cup, giving you another birdie.
______
HOLE 7
PAR: 4
------
This is one of the more difficult par 4s. You'll want to add power and topspin
as you hit your first shot as far as you can. Don't let it curve to the right
because it will then land in a flower patch or worse, a rough area. You'll then
want to aim for the green, though be careful. Water is surrounding it so if you
mess up or overshoot, you'll fall in. It is a pretty big green (about 45 feet)
so you might land over 30 feet away, resulting in switching to a middle putting
club. If so, just try your best (remember you can still make par).
______
HOLE 8
PAR 5
------
Note king Bob-omb sitting at the top... that's right! This is part of the first
level of Super Mario 64! Cool. Okay first hit your ball 214 yards to the right
of the fast fairway in front of you. That should put enough distance between you
and the high ledge so that you can make it up. Do that and then aim for the
green. Try to hit it as close as you can to the cup as possible. You'll hear
that wonderful two words (NICE ON) signaling a birdie putt. If you miss though,
you can still make par.
_______
HOLE 12
PAR: 5
-------
There are 12 Chain Chomps in this level, making it challenging. Try to hit your
first shot in between the fourth and fifth chomp. Your next shot just needs to
go as far as possible while avoiding chomps. Your third shot should be approach.
Aim it as close to the cup as you can. The green REALLY slopes here so it might
not go in, but it'll still get close enough for you to easily make a birdie.
_______
HOLE 18
PAR: 5
-------
This is a _VERY_ nice level with fireworks and beautiful graphics etc. Aim for
the yellow warp pipe in the bunker (watch the wind!) and shoot. It should fly
right in and pop out near the green. Hit it over the tree and it should land
near the cup. You'll hear the oh so nice GREAT sound signaling an eagle putt.
Hit it in for a good eagle.
><><>----------------------------------------------------------------------<><><
><><><><><><> BOWSER CHAMPIONSHIP <><><><><><><>
<><><----------------------------------------------------------------------<><><
The Bowser Championship is easily the hardest cup in the game. Much MUCH harder
than even Peach's Invitational! The winds are SUPER-strong here and there are
TONS of rough areas, bunkers, and water-hazards. It introduces a couple of
things also. Thowmps, Bob-ombs, and lava-hazards. It misses warp pipes though.
That sucks doesn't it? You always need to pay attention to the wind when you
aim. You'll be adjusting the impact point a LOT to get out of the way of the
many obstacles. You'll be hating this cup the moment you set foot in it.
Remember the hole cheat; it'll come in some MAJOR use here. On the positive side
(and unfotunately, it isn't that much), it has EXCELLENT graphics and lots of
cool things in the background. Don't let them distract you though!
This guide was written using _Star Mario_ although the strategies should work
for any character.
______
HOLE 3
PAR: 5
------
There are many chain chomps to your left, an island surrounded by lave in front
of you, and a bunch of land to your right. Aim for the right, past the chunk of
brick, and shoot. Your next shot should be aimed past the island and onto the
chunk of land high above the lava (switch to power if nescessary). Your next
shot should be aimed near the cup. Hit it and it should roll near the cup, so
you can get a birdie.
_______
HOLE 13
PAR: 5
-------
Your first shot needs to be aimed over the blue fence and close to the fast
fairway. The second shot should be aimed THROUGH the fence and near the green.
If you need to, switch to power. Your ball should land REALLY close to the cup,
so you can get a good eagle.
_______
HOLE 16
PAR: 5
This hole has over six pirhana plants and one block thwomp so be careful. Hit
the first shot as far as you can with power and topspin but try to avoid the
thwomp. Your next shot should be hit onto the fast fairway. It should roll near
the thowmp and he should smash you. Don't know what it does but anyway, he'll
dissapear, giving you a shot at an easy approach. Your final shot should be less
than ten feet away, giving you a simple birdie.
CONGRAGULATIONS! Once you have beaten hole 18, you have completed all of the
tournaments! Now go for the star tournaments!
+====--------------------------------------------------------------------====+
| RING ATTACK |
+====--------------------------------------------------------------------====+
This guide will tell you how to beat all the ring attack courses. So
far I have completed a total of _12_ courses. More to come in later
updates.
You must pass through ALL the rings in a level before getting the ball
in the hole. You must also complete the course under par. If you fail
to get all the rings or go one over par, you will instantly fail.
The impact marker becomes your friend in this level. Adjust it so that
the ball can go through the ring as perfectly as possible.
The ring courses are separated into courses. Six holes are in one
course. The holes are taken from cups. So the Lakitu Course holes are
taken from the Lakitu Cup and the holes in the Cheep Cheep Course are
taken from the Cheep Cheep Tournament and so on.
><><>----------------------------------------------------------------------<><><
><><><><><><> LAKITU HOLES <><><><><><><>
<><><----------------------------------------------------------------------<><><
HOLE 1: RING NEAR TROUBLED WATER
PAR: 4
RINGS: 1
CHARACTER: Yoshi
Super easy. Shift your aim through the left to have your shot path go
through the ring. Now hit the ball as hard as you can with no topspin.
You should pass through the ring and land next to a bunker. Now aim
your shot near the cup and shoot but don't add any topspin. You should
land about three feet away from the cup. Just hit it in to beat the
course.
HOLE 2: NO EASY ENTRANCE
PAR: 4
RINGS: 1
CHARACTER: Yoshi
Another easy course. First adjust the ball path so that it is just in
front of the ring and add topspin so it'll roll through the ring and
onto the green. Now just aim at the cup and hit it in to complete it.
HOLE 3: LONG RING RUN
PAR: 5
RINGS: 3
CHARACTER: Yoshi
Somewhat difficult course. Aim your first shot to the right so that
when you shoot it, it rolls through the first ring easily. The next
shot is really easy. Just aim the shot directly at the ring and when
you shoot it it'll go straight through the middle. You might have to
adjust the impact maker so the ball will go through the third ring.
Once you have it positioned well aim it so that it lands next to the
cup. Shoot it and it'll land about three feet away. Hit the ball into
the hole to complete the course.
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