Mario Golf: Advance Tour - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Mario Golf: Advance Tour - Strategy Guide (Page 05).
YAYYYYYYYY! That's every last word. This is quite an easy referance to you!
---------------------------------------------------------------
~IX. Worst Case Scenario (WCS) Guide~
---------------------------------------------------------------
Gotten your ball into the heath 300Y away from the hole? Need to recover
from a bad stroke? How to make Par after getting the ball wet? If you've
go a beef, it'll probably be covered here. Or at least you can figure it out
yourself!
Scenario:You're on a Par 5 at Links Doubles and your partner decides it's
retard time and hits the ball 100Y into the heath. Your still a whopping 400
yards from the hole. What do you do?
Answer:This is why having very high Impact is good. Your 3W can hit the
farthest out of heath so hit as far as you can. Chances are the CPU on the
next shot won't make the green if you are too far away, but since they hit the
heath their shot won't be very bad. Now you get the 3rd shot so hit near the
hole and your partner taps in for Birdie!
Scenario:In Mushroom Doubles on any given Par 3, your partner is an idiot and
aims far from the green or always lays up infront of it. What to do?
Answer:Before any Par 3 it's best to let your partner take the finishing putt
on the previous hole. Let's say a par 4 came before the Par 3 aforementioned.
If your partner tees off, you take the 2nd shot to the green, now your
partner should make the finishing putt. This makes you tee off on the next
hole. Use this to your advantage. If you are doing good your partner never
reaches Par 3 greens. Careful now, if she does tee off on a par 3, just aim
for a par, you ain't gonna easily birdie the hole unless you get a freak chip
in.
Scenario:In Toadstool Tour getting all the Birdie Badges is tough! Are the
unlockables worth it?
Answer:Even though you shouldn't ave trouble using Neil/Ella, the unlockables
really aren't worth it. They all can't hit straight, and have really poor
control and impact. Unless you want every last thing unlocked don't bother
if it's too hard. But of course every 9 or so badges you have unlocks 1 star
hole in Avance Tour!
Scenario:Same as above, but with Advance Tour. Do I get anything from
collecting a lot?
Answer:If you get 90 badges you will unlock 1 star hole. That's it.
Scenario:I hit the ball into the drink! Any way to get birdie?
Answer:If it's a Par 3, Bogey is your only choice. If it's a par 4 Par is your
only option. But if you hit water on a Par 5, Birdie is still available. If you
hit water on the first shot, and only the first shot you can aim for the
green on your next shot bringing total strokes to 3. If on the green go for
the Birdie!
Scenario:Your dead behind a tree/cactus/pokey/any other objct/etc. and need to
get Par. What do you do?
Answer:Hit the ball to the fairway to the left or right sides or you. From here
go to the green and knock the ball in for Par.
Scenario:My partner won't stop hitting the ball into the water in Hole 16
of Mushroom Course! Can I get Par?
Answer:I'm afraid you can't quite recover from this! If it's her tee shot
and your partner does this you may have a shot, but if you tee of and your
partners second shot goes deep, bye bye par. Bogey is the next best thing,
just do it as if you have much of a choice.
Those are my tips when you get into big trouble. Use them as they'll come in
handy!
-----------------------------------------------------
~X. FAQ (Frequently Asked Questions)~
-----------------------------------------------------
Q:What's the point of the range marker?
A:If you hit where the arrow is and nail the sweet spot it will follow the
simulation line perectly. It also changes when you push L and R!
Q:I'm good with Auto-Swing but is there any advantage to Manual?
A:Manual needs to be learned eventually. You don't let randomlyness take over
and the big advantage of spin comes into play.
Q:Should I use Impact Marker Mode often?
A:Absolutly not! It's very unreliable as a perfect shot still doesn't
follow the simulation line like it was supposed to. Use it, but don't rely on
it too much.
Q:Does my partner always play bad? Is this a glitch?
A:No, no glitch. The better you play the worse your partner does to increase
difficulty. The worse you play, the better your partner plays. If you start
getting many pars in a row for instance, she'll play better for a few holes
giving you some birdie chances. You can also rely on her for putting, the
CPU is great at that.
Q:When playing against the CPU, I notice slowdown while they set up their
shots!
A:This is supposed to happen. Deal with it.
Q:Any points to the Star Tourneys?
A:There isn't any point to them. They unlock nothing. Do complete though to
say you fully beat this game though!
Q:Are there any points to Birdie Badges?
A:If you collect 90 of them from normal tourneys, you will unlock 1 star hole.
-----------------------------------------------------
~X. The Lee Eric Kirwin Files~
-----------------------------------------------------
Heh. LEK contacted me on the boards for a surprising amount of information...
actually so much data its not funny. I'd post it in seprate sections for easy
refrance, but that'd take a while. Here is all the information LEK gave me:
(Note:All of this information was copied straight from LEK's posts. The
formatting may be a little odd here).
About stats:
First, I'll state the general information. Drive is unaffected by level. The
other stats are affected by level, 'decaying' as you level up. Since Drive is
only affected by however many points you've placed into it and how many drinks
you've got and therefore used, I can list how many points you need for such
and such Drive, assuming without drinks, of course.
The first number is how many points is placed into Drive. The second number is
the distance you can hit with a 1W from the Tee. The third number, the one in
parentheses, is how much of an increase from the last point. Drinks won't
change the rate your Drive goes up from points, so take them whenever you like.
For Neil. Neil is the default name for the boy. Either you're as him, or he's
your partner.
0 - 205Y (Nothing before this.)
1 - 207Y (+2)
2 - 210Y (+3)
3 - 212Y (+2)
4 - 215Y (+3)
5 - 217Y (+2)
6 - 220Y (+3)
7 - 222Y (+2)
8 - 225Y (+3)
9 - 227Y (+2)
10 - 230Y (+3)
11 - 232Y (+2)
12 - 235Y (+3)
13 - 237Y (+2)
14 - 240Y (+3)
15 - 242Y (+2)
16 - 245Y (+3)
17 - 248Y (+3)
18 - 251Y (+3)
19 - 254Y (+3)
20 - 257Y (+3)
21 - 260Y (+3)
22 - 263Y (+3)
23 - 266Y (+3)
24 - 269Y (+3)
25 - 271Y (+2)
26 - 274Y (+3)
27 - 276Y (+2)
28 - 279Y (+3)
29 - 281Y (+2)
30 - 284Y (+3)
31 - 286Y (+2)
32 - 289Y (+3)
33 - 290Y (+1)
34 - 292Y (+2)
35 - 294Y (+2)
36 - 296Y (+2)
37 - 298Y (+2)
38 - 300Y (+2)
39 - 302Y (+2)
40 - 304Y (+2)
41 - 305Y (+1)
42 - 307Y (+2)
43 - 308Y (+1)
44 - 310Y (+2)
45 - 312Y (+2)
46 - 313Y (+1)
47 - 315Y (+2)
48 - 317Y (+2)
49 - 318Y (+1)
50 - 320Y (+2)
51 - 321Y (+1)
52 - 323Y (+2)
53 - 325Y (+2)
54 - 326Y (+1)
55 - 328Y (+2)
56 - 330Y (+2)
57 - 331Y (+1)
58 - 332Y (+1)
59 - 333Y (+1)
60 - 334Y (+1)
61 - 335Y (+1)
62 - 336Y (+1)
63 - 337Y (+1)
64 - 339Y (+2)
65 - 340Y (+1)
66 - 341Y (+1)
67 - 342Y (+1)
68 - 343Y (+1)
69 - 344Y (+1)
70 - 345Y (+1)
71 - 346Y (+1)
72 - 347Y (+1)
73 - 347Y (+0)
74 - 348Y (+1)
75 - 349Y (+1)
76 - 350Y (+1)
77 - 350Y (+0)
78 - 351Y (+1)
79 - 352Y (+1)
80 - 353Y (+1)
81 - 353Y (+0)
82 - 354Y (+1)
83 - 354Y (+0)
84 - 355Y (+1)
85 - 356Y (+1)
86 - 356Y (+0)
87 - 357Y (+1)
88 - 358Y (+1)
89 - 358Y (+0)
90 - 358Y (+0)
91 - 359Y (+1)
92 - 359Y (+0)
93 - 359Y (+0)
94 - 360Y (+1)
95 - 360Y (+0)
96 - 361Y (+1)
97 - 361Y (+0)
98 - 361Y (+0)
This is for Ella, the girl. Again I'm using the default name.
0 - 200Y (Once again, nothing before this...)
1 - 202Y (+2)
2 - 204Y (+2)
3 - 207Y (+3)
4 - 209Y (+2)
5 - 211Y (+2)
6 - 214Y (+3)
7 - 216Y (+2)
8 - 219Y (+3)
9 - 221Y (+2)
10 - 223Y (+2)
11 - 226Y (+3)
12 - 228Y (+2)
13 - 230Y (+2)
14 - 233Y (+3)
15 - 235Y (+2)
16 - 238Y (+3)
17 - 240Y (+2)
18 - 243Y (+3)
19 - 245Y (+2)
20 - 248Y (+3)
21 - 250Y (+2)
22 - 253Y (+3)
23 - 255Y (+2)
24 - 258Y (+3)
25 - 260Y (+2)
26 - 262Y (+2)
27 - 264Y (+2)
28 - 267Y (+3)
29 - 269Y (+2)
30 - 271Y (+2)
31 - 273Y (+2)
32 - 276Y (+3)
33 - 278Y (+2)
34 - 280Y (+2)
35 - 282Y (+2)
36 - 284Y (+2)
37 - 286Y (+2)
38 - 288Y (+2)
39 - 290Y (+2)
40 - 292Y (+2)
41 - 293Y (+1)
42 - 295Y (+2)
43 - 297Y (+2)
44 - 299Y (+2)
45 - 300Y (+2)
46 - 302Y (+2)
47 - 304Y (+2)
48 - 306Y (+2)
49 - 307Y (+1)
50 - 309Y (+2)
51 - 311Y (+2)
52 - 313Y (+2)
53 - 314Y (+1)
54 - 316Y (+2)
55 - 318Y (+2)
56 - 320Y (+2)
57 - 321Y (+1)
58 - 322Y (+1)
59 - 323Y (+1)
60 - 325Y (+2)
61 - 326Y (+1)
62 - 327Y (+1)
63 - 328Y (+1)
64 - 330Y (+2)
65 - 331Y (+1)
66 - 332Y (+1)
67 - 333Y (+1)
68 - 334Y (+1)
69 - 335Y (+1)
70 - 336Y (+1)
71 - 337Y (+1)
72 - 338Y (+1)
73 - 338Y (+0)
74 - 339Y (+1)
75 - 340Y (+1)
76 - 341Y (+1)
77 - 341Y (+0)
78 - 342Y (+1)
79 - 343Y (+1)
80 - 344Y (+1)
81 - 344Y (+0)
82 - 345Y (+1)
83 - 345Y (+0)
84 - 346Y (+1)
85 - 346Y (+0)
86 - 347Y (+1)
87 - 347Y (+0)
88 - 348Y (+1)
89 - 348Y (+0)
90 - 348Y (+0)
91 - 348Y (+0)
92 - 349Y (+1)
93 - 349Y (+0)
94 - 349Y (+0)
95 - 349Y (+0)
96 - 350Y (+1)
97 - 350Y (+0)
98 - 350Y (+0)
So, there's the large list for Drive. As you can see, Neil has a better
distance. If you want more balanced stats, you're probably not going to place
over 50 points into Drive anyway.
The other stats... Height, Shot, Impact& Control, and Spin. How many points
must you place to keep up with it's 'decay'?
1 point for every 6 levels for Height.
1 point for every 4 levels for Shot.
1 point for every 5 levels for Impact&Control.
1 point for every 18 levels for Spin.
And, when you hit level 99, you can't level up any further to fix up your
stats. So, I'll first list points needed at level 99.
Neil. His stats are a little different from Ella's.
Height:
21 or more points for -10 Height at level 99
20 points for -9 Height at level 99
19 for -8 Height...
18 for -6...
17 for -3
16 - 0
15 - +3
14 - +5
13 - +6
12 - +8
11 - +9
10 or less - +10
Shot: (No plus or minus -- It just states how far away from straight your
shots are.)
26 or more - 0 (perfect straightness)
25 - 1
24 - 3
23 - 6
22 - 8
21 or less - 10
Impact: (I haven't checked Control, but it should never be far from Impact)
22 or more - +10
21 - +9
20 - +6
19 - +1
18 - -3
17 - -5
16 - -8
15 or less - -10
Spin: (Any noticable difference in MG:AT?)
8 or more - +10
7 - +7
6 - +1
5 - -5
4 - -8
3 or less - -10
For Ella.
Height: (Her Height 'decays' to minimum, the opposite of Neil's)
21 or more - +10
20 - +9
19 - +8
18 - +6
17 - +5
16 - +2
15 - -1
14 - -3
13 - -4
12 - -5
11 - -6
10 - -7
9 - -8
8 - -9
7 or less - -10
Shot: (Her shots curve in the opposite direction than Neil's.)
24 or more - 0 (Straight!)
23 - 1
22 - 3
21 - 4
20 - 6
19 - 7
18 - 8
17 - 9
16 or less - 10
This is still for Ella at level 99 in case you forgot from the last post.
Impact:
21 or more - +10
20 - +7
19 - +2
18 - -1
17 - -3
16 - -5
15 - -7
14 - -8
13 or less - -10
Spin:
8 or more - +10
7 - +9
6 - +4
5 - -2
4 - -8
3 or less - -10
And there's the list for stats at level 99. I have a formula so you can find
out exactly how much of each stat at each level, rather than at just level 99.
I shall post it under a request, as I don't want to think about it at this
moment. Real life over here is stressing me at this moment.
Stats of Clubs
I shall list every club in the order MG:TT lists them. It is according to
MG:TT, but shouldn't be different from MG:AT, but there might be a few
differences.
- Basic
These are your typical basic start clubs! They don't affect stats.
- POW
Distance +10%
Shot +1 (That means more curve)
- Super POW
Distance +20%
Height +1
Shot +2
Control -1
- Low-fly
Height -3
Spin -1
- Super Low-fly
Height -5
Spin -2
- Low-fly Spin
Height -2
Control -2
Spin +2
- Backspin
Control -1
Spin +2
No-spin shots have Backspin effect; Backspin and Super Backspin are more
powerful.
- Super Spin
Impact -1
Control -2
Spin +4
No-spin shots have Super Backspin effect; Backspin and Super Backspin are much
more powerful.
- Straight
Shot -3 (More straight)
Control -1
- Super Straight
Distance -5%
Shot -10 (Whee! Perfectly straight!)
- Straight 'n' Low
Height -2
Shot -2
- Sweet
Shot +1
Impact +2
- Super Sweet
Shot +2
Impact +4
Control -1
- Control
Shot +1
Control +2
- Sweet Control
Height +2
Shot +2
Impact +2
Control +2
- Risky
Drive +40%
Height -2
Shot -10 (Wow, straight shots!)
Impact -20 (...And no Impact Zone to go with it)
Control -2 (Without Impact, this won't do much anyway.)
The "Miss Impact Zone and still get where you want" strategy
Here, if you want to depend on your judgement rather than your timing, so you
can still use Risky clubs effectively, here's what you need...
A high or maxed Height stat. Neil goes up in height as he levels anyway, so
he's perfect for this strategy. Plus, since you're letting him max his Height,
you have another 16 points for Drive. A low Height would just knock your
distance down too much to be effective.
Because you're getting a high Height, watch out for winds when you're not
using this strategy for your next shot.
And you also need to know how much missing the Impact Zone is going to affect
your trajectory. You're going to be losing a little distance, but now you're
more sure of the ball landing where you want when the Impact Zone can't be
tinier, unless you have perfect timing anyway.
Depending on how much you miss the Impact Zone, the trajectory changes
slightly. The difference in this change is much smaller than the change from
perfect timing and barely missing the Impact Zone. So, being inaccurate when
intentionally missing the Impact Zone isn't as bad as being inaccurate when
trying to hit the 1-pixel Impact.
And remember, missing to the left of the Impact Zone will send your shots
high, which with maxed Height, sends your distance to practically nothing.
Miss to the right of the Impact Zone, which will send your shots low, and a
maxed Height will prevent most of the distance from being lost for shooting
too low. I have tried to miss to the left of the Impact Zone, with a minimum
Height, and it wasn't nearly as effective.
Obviously, missing the Impact Zone will send your shots sharply off to the
side. For those who chose right-hand play, adjust your shot to the right when
missing the Impact zone off to the right. Not sure about left-hand, but I
believe aim to the left, while still missing the Impact Zone off to the right.
So, high Height, aim shot off to the side, and miss Impact Zone off to the
right. Now, any errors in timing are more managable, while your judgement on
where you aim is tested a lot more. If you have poor judgement, try to avoid
this strategy. In fact, on any case where your Control is at least 0 and the
Impact Zone is more than the tiniest sliver, this strategy shouldn't be used.
Fast EXP method, without linking to MG:TT
Those without MG:TT and all the necessary components still have a fast way to
gain EXP. It's pretty simple. Let's see what I can remember without the game
at hand...
Multiplayer, without Game-link, Two Players, your two characters, Match Play.
Greens, either one; Course, the latest one you've got, which is either Links
or Mushroom; Holes, all 18; Tees, the back Tees.
Okay, with all that, you should be in gameplay, with Neil or Ella (YES!
Default names darn it!) at the Tee Box. Choose the putter, and hit the ball
with minimum power. Repeat with the other chracter. Go into the menu, and
select Give Up. Repeat tapping the ball with the Putter at each Hole with both
chracters, and Giving Up each time (man, they're not motivated...), until
you're done with the course. You should get several hundred EXP each time you
do this, and one can do all 18 holes plus a tiebreaker, and distribute the
EXP, under 5 minutes.
So, over 600 EXP with 18 holes and a tiebreaker, strategically Giving Up with
both characters to do so, and in 5 minutes. Roughly 2 EXP per second. Fast,
indeed. Of course, linking to MG:TT and copying the data with two memory cards
just beats the heck out of this method, but only if you have everything needed.
Glitches!
First, the more helpful glitch.
Play any hole at Elf's Short Course, before unlocking them:
So, you're wishing you can actually play the later holes of Elf's Short
Course, to find a way to actually beat the freaking course, right? Just do the
following:
Go to Training, pick whoever you want.
Select Hole 9 of Elf's Short Course.
In gameplay, go into the menu, and select Next Hole.
You should see Hole 10 now.
Want the holes beyond the 10th? Select the 10th hole, go to the menu, and
select Next Hole. At the 11th now. See the pattern?
Basically, pick a hole, go to the menu, select Next Hole, and you'll be at the
hole after whatever hole you were at.
Alternate Greens in Training:
This is a fun little glitch you could play around with. It's slightly
unpredictable. Why, all you need to do is...
Training, select a hole at Elf's Short Course, besides holes 1 or 3.
To the menu, select Next Hole.
Pick any course that isn't Elf's Short Course.
Now, when you're aiming your ball to the Green, it won't zoom in. Send the
ball on the green, and the game calls it Alternate Green. Heck, you can even
use your 1W on this 'Alternate' Green.
WELL! Everything above was from LEK so give a big round of applouse! Awesome...
-------------------
XII.Credits
-------------------
Nintendo for making this excellant game
The game itself. Couldn't have made the glossary!
Me for making this FAQ
You for reading it
CJayC for putting it up
Gamespot for putting this up there
The world for existing
Lee Eric Kirwin for a LOT of information I never would have thought to put up
noelle26 for the quick Exp. tips
wariofan63 for pointing out the taunts option
Copyright Deathborn 668.
---------------------
~The End~
---------------------
I have fully finished my FAQ. I hope you enjoyed it! Please rate it!
| « Previous Page |
