_  _             ___         ____                 ____
| \/ |           | _ |       |_  _|               |_  _|
||\/||           || ||         ||                   ||
||  ||           || __         ||                   ||
||  ||           |||  |        ||                   ||
||  ||           ||_||         ||                   ||
||  || A R I O   |___| O L F   || O A D S T O O L   || O U R

Copyright Camelot 2003
Written By Brian P. Sulpher
E-mail: [email protected]
Version 1.7
Dates Written: August 11th to August 25th, 2003



-----------
Version 0.3
-----------

-Submitted FAQ on August 13th, 2003
-Controls are complete
-Characters section is started
-Terms And Phrases is coming soon
-Play Modes section is started
-Courses section is started
-Ring Shot and Secrets coming soon

-----------
Version 0.5
-----------

-Submitted FAQ on August 18th, 2003
-Characters section has added three new characters
-Terms and Phrases are complete
-Play Modes section is complete
-Courses section has been added to
-Ring Shot is coming soon
-Secrets is coming soon

-----------
Version 0.7
-----------

-Submitted FAQ on August 22nd, 2003
-Courses section has been added to
-Secrets has been started (contribute anything worthwhile and you name will
be seen across the sky!  Well, in this FAQ anyway)
-Ring Shot is coming soon

-----------
Version 1.0
-----------

-Submitted FAQ on August 25th, 2003
-Character Section has one added character (complete)
-Courses are now complete
-Ring Shot is complete
-Send in your tips and tricks as I am done my own trip through the game for
now

-----------
Version 1.5
-----------

-Submitted FAQ on January 4th, 2007
-Reformatted portions of the FAQ
-Added in new sites that are allowed to host this FAQ

-----------
Version 1.7
-----------

-Submitted FAQ on Ocotber 14th, 2007
-Added in three new tournament codes I lacked (thanks to Hyper_Soinc for the
heads up)
-Also made a slight addition to the characters section (again thanks to
Hyper_Soinc for informing me of my oversight)

----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------

1) Introduction
2) Controls
3) Available Characters
4) Terms and Phrases
5) Play Modes
6) Courses
7) Ring Shot
8) Secrets
9) Final Word

----------------------------------------------------------------------------
---------------------------------Introduction-------------------------------
----------------------------------------------------------------------------

1) Mario Golf: Toadstool Tour has a rather neat history in the games it is
  the successor to.  NES Open Tournament Golf was by far the best NES Golf
  game, and although it is not readily apparent, it is related to the
  series with it's multiple courses and challenging play.  Mario Golf for
  the Game Boy Color came next and it evolved into many ways, including a
  RPG style level-up system and power shots.  The N64 Mario Golf was more
  about the Nintendo characters getting together to just play Golf with
  improved physics on the other two as well as true three dimensional
  courses AND greens (makes the game play change significantly).  Now
  Camelot has brought out their most recent version, and it will have more
  characters, more zany courses, and a higher challenge as well as some
  surprises to treat you to what is quite possibly the most variety-filled
  golf game to hit a console!

----------------------------------------------------------------------------
-----------------------------------Controls---------------------------------
----------------------------------------------------------------------------

2) This section will cover the controls for setting up your shot, swinging
  the clubs, and putting.


                          o----------------------o
                          | Shot Set-Up Controls |
                          o----------------------o

ANALOG Stick: LEFT AND RIGHT adjust the aim of your shot while the UP and
             DOWN will cycle through the club selection for your character.

C Stick     : This can be used to move the camera all along your shot
             trajectory to see the lie of the land and to pinpoint where
             you wish your ball to go.

D-Pad       : Changes the impact area on the ball.

START       : Calls up the menu.

L Button    : Raises the range marker on your club.

R Button    : Drops the range marker on your club.

Z Button    : When held, allows the ANALOG stick to change the impact area
             on the ball.

Y Button    : View hole layout.

X Button    : View landing layout.

B Button    : Changes shot type (either Power Shot or Approach Shot)

A Button    : Confirms your selections to enter Swing Mode.


                               o------------o
                               | Swing Mode |
                               o------------o

ANALOG Stick: If held in a specific spot, it will change the impact
             area of the shot.

C Stick     : No apparent use.

D-Pad       : No apparent use.

START       : No apparent use.

L Button    : No apparent use.

R Button    : No apparent use.

Z Button    : No apparent use.

Y Button    : No apparent use.

X Button    : No apparent use.

B Button    : On MANUAL SWING, this sets your power, sets natural spin on
             the last press with one tap, and double tapping on the final
             press will give the ball Backspin.

A Button    : Starts the swing, sets natural spin with one tap, and double
             tapping on the final press will give the ball Topspin.


                              o--------------o
                              | Putting Mode |
                              o--------------o

ANALOG Stick: LEFT AND RIGHT adjust the aim of your putt.

C Stick     : his can be used to move the camera all along your shot
             trajectory to see the lie of the land and to pinpoint where
             you wish your ball to go.

D-Pad       : No apparent use.

START       : Calls up the menu.

L Button    : Raises the range marker on your club.

R Button    : Drops the range marker on your club.

Z Button    : Removes the grid from the green when held.

Y Button    : Shows entire hole.

X Button    : Shows view from hole towards your character.

B Button    : shifts Putter between 30 feet, 100 feet, and 200 feet.

A Button    : Starts the putter, and then the second tap sets the distance.

----------------------------------------------------------------------------
-----------------------------------Characters-------------------------------
----------------------------------------------------------------------------

3) The following Characters are available from the start, can be unlocked
  through Match Play, or can be unlocked through finishing specific modes
  or performing great playing feats.  Please note that the Height feature
  is ranked out of 5 (1 being lowest, 5 being highest).   Impact, Control,
  and Spin are ranked out of 10 (1 being poorest, 10 being perfect).

  Please note that the Star Character for each character will have an
  additional number of yards on their yardage totals.


                      o-------------------------------o
                      | Available Starting Characters |
                      o-------------------------------o

=====
Mario
=====

Distance  : 212 (280 with Star)
Trajectory: Straight
Height    : 4
Impact    : 5
Control   : 2
Spin      : 8


=====
Luigi
=====

Distance  : 206 (240 with Star)
Trajectory: Fade
Height    : 2
Impact    : 6
Control   : 6
Spin      : 3


=====
Peach
=====

Distance  : 203 (235 with Star)
Trajectory: Straight
Height    : 3
Impact    : 7
Control   : 6
Spin      : 2


=====
Daisy
=====

Distance  : 213 (270 with Star)
Trajectory: Draw
Height    : 4
Impact    : 5
Control   : 3
Spin      : 7


=====
Yoshi
=====

Distance  : 208 (250 with Star)
Trajectory: Straight
Height    : 2
Impact    : 7
Control   : 4
Spin      : 4


============
Koopa Troopa
============

Distance  : 200 (230 with Star)
Trajectory: Draw
Height    : 3
Impact    : 6
Control   : 6
Spin      : 3


===========
Donkey Kong
===========

Distance  : 215 (285 with Star)
Trajectory: Fade
Height    : 2
Impact    : 5
Control   : 2
Spin      : 6


==========
Diddy Kong
==========

Distance  : 207 (245 with Star)
Trajectory: Draw
Height    : 4
Impact    : 6
Control   : 5
Spin      : 4


=====
Wario
=====

Distance  : 210 (265 with Star)
Trajectory: Fade
Height    : 1
Impact    : 5
Control   : 3
Spin      : 4


=======
Waluigi
=======

Distance  : 209 (260 with Star)
Trajectory: Draw
Height    : 3
Impact    : 6
Control   : 4
Spin      : 6


=====
Birdo
=====

Distance  : 209 (255 with Star)
Trajectory: Fade
Height    : 4
Impact    : 5
Control   : 4
Spin      : 6


======
Bowser
======

Distance  : 217 (290 with Star)
Trajectory: Draw
Height    : 3
Impact    : 4
Control   : 2
Spin      : 8


                           o--------------------o
                           | Special Characters |
                           o--------------------o

NOTE: Once unlocked, they come with their Star ability right from the start.

===
Boo
===

Distance  : 208 (253 with Star)
Trajectory: Draw
Height    : 3
Impact    : 7
Control   : 4
Spin      : 3
Unlock By : Collect 50 Best Badges


=============
Petey Piranha
=============

Distance  : 220 (300 with Star)
Trajectory: Straight
Height    : 5
Impact    : 5
Control   : 2
Spin      : 5
Unlock By : Complete all three modes of Shot, Approach, and Putting Practice


==========
Bowser Jr.
==========

Distance  : 211 (268 with Star)
Trajectory: Straight
Height    : 2
Impact    : 6
Control   : 4
Spin      : 6
Unlock By : Finish the Birdie Challenge (all 18 Holes in one sitting)


============
Shadow Mario
============

Distance  : 212 (275 with Star)
Trajectory: Fade
Height    : 2
Impact    : 5
Control   : 3
Spin      : 3
Unlock By : Finish off Ring Mode (does not have to be with the same character
           for every hole)

----------------------------------------------------------------------------
--------------------------------Terms And Phrases---------------------------
----------------------------------------------------------------------------

4) This section will list some terms and phrases from Golf as well as some
  unique terms and phrases from Mario Golf.


Albatross  : These rarities happen when a player scores three under par for
            the hole.  They occur on Par Fives most frequently, but a Hole
            In One on a Par Four would also be considered an Albatross.

Approach   : This is any shot that you are attempting to put onto the
            putting surface, usually within 200 yards of the hole.

Back Nine  : Hole 10 through Hole 18 is referred to as this since it is the
            second nine to be played usually.

Backspin   : When a ball has this applied, the spin will cause the ball to
            roll backwards after it loses most of it's forward momentum.

Best Badges: When playing in Tournament Mode, score a Birdie or better on a
            hole to win a Best Badge.  You can only collect 1 per hole, but
            the lettering of it can be improved (from 'B' [Birdie] to
            'E' [Eagle] to 'A' [Albatross], and the 'H' [Hole In One]).

Birdie     : These little beauties are acquired when a player shoots one
            under par for the hole.  These are a necessity to players if
            they wish to be competitive with their opposition.

Bogey      : These annoying scored occur whenever a player goes over par for
            a hole.  One over is a Bogey, two over is a Double Bogey, and
            three over is a Triple Bogey.  By sticking to fairways you will
            avoid scoring many of these.

Bunker     : Spread through out the courses are pits that will have sand in
            them as well as steep banks most of the time.  These traps are
            most annoying when they are positioned in the fairways, often
            making it impossible to go for the green because a higher loft
            (meaning less distance) club is required to hit out with.

Chip-In    : This occurs whenever a player knocks the ball into the hole from
            off of the green with a club OTHER THAN the Putter.

Dormie     : This is a term from Match Play.  If a player is up by as many
            holes remain, they have the Dormie Hole, meaning even a tie will
            win them the match,

Draw       : This occurs on a shot when the ball goes right before coming back
            to the left (for a right hander) or the ball goes left before
            coming back to the right (for a left hander).

Drive      : This refers to the first shot taken on a Par Four or Par Five,
            since it is often the 1 Wood or "Driver" that is used to hit the
            ball.

Eagle      : These somewhat rare happenings occur when a player scores two
            under par for the hole.  They occur on Par Fives most frequently,
            but a second shot dropping on a Par Four would also be an Eagle.

Even       : As you play a round of Stroke Play, this means that you have shot
            the same amounts of shots that each hole to that point required.
            In Match play, you have won/lost/tied as many holes as your
            opposition has.

Fade       : This occurs on a shot when the ball goes left before coming back
            to the right (for a right hander) or the ball goes right before
            coming back to the left (for a left hander).

Fairway    : This short cy grass is the place to aim for as you move towards
            the hole, as it allows for more roll, better contact on the next
            shot, and it is a less likely area to meet traps.  Some areas of
            the Fairway are known as "Fast" Fairway, which means the ball will
            move across it quickly (it is a darker green).

Flag       : Each hole has a flag in the Hole, which signifies the location of
            the Hole so it is easier to see from far away.

Front Nine : Hole 1 through Hole 9 is referred to as this since it is the
            first nine to be played usually.

Green      : Each hole has one where the Hole is located.  Only a Putter may
            be used on this surface.

Hole In One: This can occur on Par Threes or Par Fours when a player hits their
            tee shot into the Hole.

Iron       : These clubs are the backbone of the approach shot as you have low
            irons (long distance but a low trajectory) to middle irons (medium
            distance and medium trajectory) to high irons (low distance but a
            high trajectory).

Lie        : This is the position your ball came to a rest in.

O.B.       : Commonly abbreviated like on the left, it actually stands for
            Out of Bounds.  If a ball goes Out of Bounds, the player will be
            penalized a stroke and the ball is returned to where it was
            originally struck from.

Par        : This occurs when the recommended amount of strokes for a hole are
            scored.

Pin        : Each hole has a flag in the Hole, which signifies the location of
            the Hole so it is easier to see from far away.

Putter     : This club is your friend (or foe) as you play because it is the
            club used on the Greens (very rarely you can get away without
            using it on a Hole).

Rough      : The longer grass surrounding the fairway on each hole, it will
            cut down your power and contact with the ball, causing the ball
            to travel less distance than if the ball was truck from the
            Fairway. Rough comes in normal and "Deep" types.

Run        : After your ball lands from the air, it will roll a certain
            distance.

Semi-Rough : This small strip of grass exists between the Fairway and Rough,
            making for a surface that is still easy enough to hit out of,
            but not as nice as the Fairway.

Tee        : Each hole will being form this designated area, with your ball
            held off the ground by a small "tee" (allows for better contact
            with the ball).  Each hole has a back and front tee from which
            to play, but only in Star Tournament are you required to play
            from the Back Tees.

Topspin    : When a ball has this applied, the spin will cause the ball to
            roll forwards after it loses most of it's forward momentum.


Water      : Spread through out the Courses, these wet expanses will often
            be placed in a location that will be a likely spot for your
            ball to enter.  If you do take a plunge, you will have an
            additional stroke added to your score and the ball will be
            placed on the ground in the last area your ball's trajectory
            passed over on the way into the drink.

Wood       : The long hitters in the golf bag, the 1 Wood (Driver) and 3
            Wood are low trajectory clubs that travel very far.  The 4 Wood
            actually has a bit of loft to it's trajectory, making it roll a
            little less than the other two Woods or the 3 Iron.

----------------------------------------------------------------------------
------------------------------------Play Modes------------------------------
----------------------------------------------------------------------------

5) This section will look at the workings of each mode, although Ring Attack
  will be covered in detail in it's own section.


                               o------------o
                               | Tournament |
                               o------------o

This mode will allow your character to compete against others in a battle
for the trophy!  If your character wins the tournament, they can then open
a new course to play on!  You can also go for a Best Badge every hole,
collecting them for the purpose of unlocking new Characters!  108 in all to
collect, so be sure to hit wisely.

Also note that finishing Tournament will unlock Star Tournament mode, which
has improved competitors (they have their Star abilities), the back tees
are used, and the greens will be twice as fast as normal (tournament
greens).  This will also allow your golfers to go after ANOTHER 108 Best
Badges!


                            o-----------------o
                            | Character Match |
                            o-----------------o

==============
Why Play This?
==============

1. You will be able to make players into Star Characters, which allows a
  player to add more yards to their distance on any character who has the
  star option.


======
Advice
======

1. Always take advantage of the opposition's mistakes.  If they start to have
  a bad hole, play it safe and get the sure hole victory (they are three
  strokes farther along?  Two putt for the easy victory).

2. As you unlock the longer hitters (the regular characters with their Star
  abilities) to make the opposition work hard to keep up with your distance
  hitting.

3. Be aggressive after you make a mistake.  Since you are already in trouble on
  that particular hole, taking a risk to try and get back into the hole is not
  going to make things worse.


=====================
Play Order And Prizes
=====================

1. Koopa Troopa is your first match, and defeating him will unlock his Star
  Character as well as open a new challenger.

2. Princess "Peach" Toadstool is your next match, and defeating her will
  unlock her Star Character as well as open a new challenger.

3. Luigi is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

4. Diddy Kong is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

5. Yoshi is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

6. Birdo is your next match, and defeating her will unlock her Star
  Character as well as open a new challenger.

7. Waluigi is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

8. Wario is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

9. Princess Daisy is your next match, and defeating her will unlock her
  Star Character as well as open a new challenger.

10.Mario is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

11.Donkey Kong is your next match, and defeating him will unlock his Star
  Character as well as open a new challenger.

12.Bowser is your next match, and defeating him will unlock his Star
  Character.


                              o-------------o
                              | Stroke Play |
                              o-------------o

Play a round with up to four people as you choose the Course to play at,
the number and set of holes you play, and whether or not you play from the
front/back tees.


                                o---------o
                                | Doubles |
                                o---------o

Two vs Two at it's best as the teammates alternate shots while playing to
any of the following rules: Stroke Play, Match Play, Four Slots, Three
Slots, or Skin Match.


                              o-------------o
                              | Ring Attack |
                              o-------------o

Your goal is to shoot through all of the rings contained within a hole AND
make Par at WORST!  A definite challenge that will be covered in detail
later on in the FAQ in it's own section.


                               o------------o
                               | Club Slots |
                               o------------o

You will have to choose between four slots and three slots rules before
going out to the Course.  Ever try to chip with a 3 Wood or tee off with a
5 Iron on a Par 5?  You will need to be creative AND good to triumph on this
challenging setting.


                               o-------------o
                               | Coin Attack |
                               o-------------o

You can either play quick coins (get as many as you can in two strokes less
than par) or Cash Cup (get the most Coins AND make Par or it will not
count).  Gold Coins are worth 1, Red Coins are worth 10, Blue Coins are
worth 20, and Platinum Coins are worth 40.  If you hit a Special Coin, you
will collect all of the surrounding Coins as well.


                               o------------o
                               | Speed Golf |
                               o------------o

Try to score low and be fast about it in this speed vs efficiency race!  Top
three times per course will be recorded.


                                o----------o
                                | Near-Pin |
                                o----------o

Compete to be closest to the Pin over 9 holes, with your total feet from the
hole determining the winner (the lowest wins).  However, if you miss the
green, a full 100 feet will be "awarded" to your score.  How low can you go?


                               o------------o
                               | Side Games |
                               o------------o

Including some great modes like Birdie Challenge (how long can you go before
you par or worse?) as well as Shot, Approach, and Putting Practice, you can
create a good challenge or any situation for your characters to attempt to
get out of.


================
Birdie Challenge
================

This takes place at Congo Canopy, so be sure to not slip as you move around!
Miss a Birdie, and your run is over, so get it right!

----------
Front Nine
----------

Hole   : 1
Yardage: 93

You have a straight on shot with no obstacles, so go for the pin and get it
close for the easy tap in putt.

Hole   : 2
Yardage: 124

Another simple set-up, just aim so the slope does not kick your ball off
course as it goes for the pin.

Hole   : 3
Yardage: 155

Hit to the middle of the green, which allows your character to have a flat
putting surface for the Birdie.

Hole   : 4
Yardage: 148

a downhill shot with two parts of the trunk to pass through, make sure to not
over hit or go astray.  The green slopes right to left slightly when faced from
the tee, so take that into account when you putt.

Hole   : 5
Yardage: 79

When you tee-off, make sure to not over hit or you will have a tough chip coming
back (use backspin if you feel you are in trouble).  The green is small and
little slope, so an easy putt is expected.

Hole   : 6
Yardage: 124

Hit towards the middle of the lowered green to get a better (see flat) putting
surface for the Birdie.

Hole   : 7
Yardage: 96

DO not go left off the tee as you go after this slightly elevated green (a
slight over swing here is beneficial) to land on this flat green.

Hole   : 8
Yardage: 161

You must go over a low tree branch when going for this far off green.  a slopy
and windy path it is, you must try to get close as possible off the tee to
assure the Birdie.

Hole   : 9
Yardage: 106

a lowered green may call for a club lower than suggested, but if not then swing
a little lighter.  Try to get close as this is a lumpy green.


---------
Back Nine
---------

Hole   : 10
Yardage: 101

A slightly elevated green is your first target on the back, so hit a solid
stroke to make this sloping green (left to right when faced from the tee).

Hole   : 11
Yardage: 62

Use a high flying club and hit an accurate flying shot to stick on this
small green (use backspin as necessary).  Nothing too difficult in the way
of slopes, but do not get sloppy.

Hole   : 12
Yardage: 117

Hit towards the lowered green, trying to run the ball up the green to the
hole.  A common slope of left to right (when faced from tee) runs throughout
the green.

Hole   : 13
Yardage: 112

Hit a club the same distance as the pin to get close, and then make an easy
putt on the mostly flat green surface.

Hole   : 14
Yardage: 168

Use a higher trajectory shot when you swing to make the ball stop near the
pin on this lowered green, which has very few slopes to contend with.

Hole   : 15
Yardage: 131

Hit the club that you feel most comfortable as this green is level to the
tee.  A prominent left to right slope (from the tee perspective) afflicts
most of the green, so be wary of this when putting.

Hole   : 16
Yardage: 133

An elevated green greets you, so hit a club higher than the distance listed as
you rise to the roof-sloped green.

Hole   : 17
Yardage: 81

a REALLY lowered green, you will need to swing delicately to get the ball down
safely to the MINUTE green below.  If you miss the green, chip accurately on
this flat green!

Hole   : 18
Yardage: 75

Another short hole, this one with a slightly elevated green to hit to (use the
recommended club most likely).  Hit it close to avoid having to deal with
multiple breaks contained on this lumpy green.


 i) Finish the Front Nine Challenge to unlock the Back Nine Challenge.

ii) Finish the Back Nine Challenge to unlock the entire Eighteen Holes
    Challenge.

iii) Once you have finished it (the info above all applies to your run), Bowser
    Jr. will be unlocked and playable as well as the One-On, One Putt mode!


================
One-On, One-Putt
================

This takes place at Congo Canopy, so be sure to not slip as you move around!
Miss a Birdie, and your run is over, so get it right!  To make matters a
little bit more difficult, you will now have to make the green (Fringe will not
count) and then drop your Birdie Putt.  Any other result is an immediate failure
in this mode.

----------
Front Nine
----------

Hole   : 1
Yardage: 93

You have a straight on shot with no obstacles, so go for the pin and get it
close for the easy tap in putt.

Hole   : 2
Yardage: 124

Another simple set-up, just aim so the slope does not kick your ball off
course as it goes for the pin.

Hole   : 3
Yardage: 155

Hit to the middle of the green, which allows your character to have a flat
putting surface for the Birdie.

Hole   : 4
Yardage: 148

a downhill shot with two parts of the trunk to pass through, make sure to not
over hit or go astray.  The green slopes right to left slightly when faced from
the tee, so take that into account when you putt.

Hole   : 5
Yardage: 79

When you tee-off, make sure to not over hit or you will have a tough chip coming
back (use backspin if you feel you are in trouble).  The green is small and
little slope, so an easy putt is expected.

Hole   : 6
Yardage: 124

Hit towards the middle of the lowered green to get a better (see flat) putting
surface for the Birdie.

Hole   : 7
Yardage: 96

DO not go left off the tee as you go after this slightly elevated green (a
slight overswing here is beneficial) to land on this flat green.

Hole   : 8
Yardage: 161

You must go over a low tree branch when going for this far off green.  a slopy
and windy path it is, you must try to get close as possible off the tee to
assure the Birdie.

Hole   : 9
Yardage: 106

a lowered green may call for a club lower than suggested, but if not then swing
a little lighter.  Try to get close as this is a lumpy green.


---------
Back Nine
---------

Hole   : 10
Yardage: 101

A slightly elevated green is your first target on the back, so hit a solid
stroke to make this sloping green (left to right when faced from the tee).

Hole   : 11
Yardage: 62

Use a high flying club and hit an accurate flying shot to stick on this
small green (use backspin as necessary).  Nothing too difficult in the way
of slopes, but do not get sloppy.

Hole   : 12
Yardage: 117

Hit towards the lowered green, trying to run the ball up the green to the
hole.  A common slope of left to right (when faced from tee) runs throughout
the green.

Hole   : 13
Yardage: 112

Hit a club the same distance as the pin to get close, and then make an easy
putt on the mostly flat green surface.

Hole   : 14
Yardage: 168

Use a higher trajectory shot when you swing to make the ball stop near the
pin on this lowered green, which has very few slopes to contend with.

Hole   : 15
Yardage: 131

Hit the club that you feel most comfortable as this green is level to the
tee.  A prominent left to right slope (from the tee perspective) afflicts
most of the green, so be wary of this when putting.

Hole   : 16
Yardage: 133

An elevated green greets you, so hit a club higher than the distance listed as
you rise to the roof-sloped green.

Hole   : 17
Yardage: 81

a REALLY lowered green, you will need to swing delicately to get the ball down
safely to the MINUTE green below.  If you miss the green, chip accurately on
this flat green!

Hole   : 18
Yardage: 75

Another short hole, this one with a slightly elevated green to hit to (use the
recommended club most likely).  Hit it close to avoid having to deal with
multiple breaks contained on this lumpy green.


 i) Finish the Front Nine Challenge to unlock the Back Nine Challenge.

ii) Finish the Back Nine Challenge to unlock the entire Eighteen Holes
    Challenge.

iii) Finish the Eighteen Hole Challenge to get Tournament Greens.


=============
Shot Practice
=============

Level One  : Put 7 out of 10 tee shots inside the red circle.  Adjust your
            club that you use to suit your accuracy with the Manual Swing
            (highly recommended to use Manual Swing here).  Win to unlock
            Level Two.

Level Two  : Put 8 out of 10 second shots inside the red circle.  Adjust your
            club that you use to suit your accuracy with the Manual Swing
            (highly recommended to use Manual Swing here).  Also use the
            Topspin and backspin swings as well as shot trajectory
            adjustments as needed to cover your mistakes on the power of
            your swings. Win to unlock Level Three.

Level Three: Put 8 out of 10 second shots inside the red circle.  Adjust your
            club that you use to suit your accuracy with the Manual Swing
            (highly recommended to use Manual Swing here).  Also use the
            Topspin and backspin swings as well as shot trajectory
            adjustments as needed to cover your mistakes on the power of
            your swings. Win to complete the series.


=================
Approach Practice
=================

Level One  : Put 8 out of 10 approach shots inside the red circle.  The best
            bet is to try and hit the proper distance marked on your power
            meter, and make the ball have a slightly higher trajectory to
            make it stop quicker inside the red circle.  If you under swing,
            use a lower trajectory to correct for it with the extra roll.
            Win to unlock Level Two.

Level Two  : Put 8 out of 10 approach shots inside the smaller red circle.
            The best bet is to try and hit the proper distance marked on your
            power meter, and make the ball have a slightly higher trajectory
            to make it stop quicker inside the red circle.  If you
            under swing, use a lower trajectory to correct for it with the
            extra roll.  Win to unlock Level Three.

Level Three: Put 8 out of 10 approach shots inside the even smaller red
            circle.  The best bet is to try and hit the proper distance
            marked on your power meter, and make the ball have a slightly
            higher trajectory to make it stop quicker inside the red circle.
            If you under swing, use a lower trajectory to correct for it with
            the extra roll.  Win to complete the series.


================
Putting Practice
================

Level One  : Put 8 out of 10 putts inside the red circle.  Remember to take
            into account the left to right and right to left breaks, the
            up and down slopes, and the power accuracy of the putter before
            you swing.  Win to unlock Level Two.

Level Two  : Put 8 out of 10 putts inside the smaller red circle.  Remember
            to take into account the left to right and right to left breaks,
            the up and down slopes, and the power accuracy of the putter
            before you swing.  Win to unlock Level Three.

Level Three: Put 8 out of 10 putts inside the even smaller red circle.
            Remember to take into account the left to right and right to
            left breaks, the up and down slopes, and the power accuracy of
            the putter before you swing.  Win to complete the series.


===========
Your Reward
===========

Finish off the three sets of Practice Shots to unlock a new character named
Petey Piranha.


                                 o----------o
                                 | Training |
                                 o----------o

This allows Mario to practice any hole he has played while controlling all
aspects of the weather conditions.

----------------------------------------------------------------------------
-------------------------------------Courses--------------------------------
----------------------------------------------------------------------------

6) This section will look at each Course, hole-by-hole and shot-by-shot
  to improve your chances of winning.  It will also advise on what is the
  maximum score (roughly) for each tournament and still allow your
  character to win.  Also note that the front tee distances are marked down
  here, so the back tees add anywhere from 20 to 50 yards distance usually.


                              o---------------o
                              | Lakitu Valley |
                              o---------------o

A VERY wide open course, your characters will have little trouble navigating
the wide fairways and flying past the poorly located bunkers.  However, it
will not be a given victory on this Course, so stay sharp and hit smartly.
A score around six over par or better should win this tournament.

======
Hole 1
======

Par    : 4
Yardage: 363

With some water on the right, your goal is to hit towards the tree, either
hitting to the right of it (less power) or right over it (more power).
This will leave an easy approach shot to the green.


======
Hole 2
======

Par    : 4
Yardage: 382

Hit to the top of the plateau while landing in between the bunkers, setting
up for an easier approach shot.  When you go for the green, avoid falling
short or going long as big bunkers surround the green.


======
Hole 3
======

Par    : 3
Yardage: 144

Only a solo tree awaits you here, so either hit to the side of it or use a
high trajectory to land on the green near the pin AND to stick on the green.
If you are off the green, no real dangers await, unless of course you went
WAY over to the crescent bunker.


======
Hole 4
======

Par    : 4
Yardage: 375

The bunker that partially crosses the fairway here is about 220 yards out
from the tee, and it will determine if your player lays-up (shorter hitters)
or go over it on the fly (longer hitters).  A slightly elevated green will
cause your ball to roll less distance and cause the ball to stick a little
quicker.


======
Hole 5
======

Par    : 5
Yardage: 496

A tree and a bunker on the left side of the fairway are the area you will
want to hit, usually going to the right of it (however, longer hitters CAN
clear them).  The next step is to go up the fairway towards another bunker,
but try to go up the left side of the fairway to skim along the trees.  This
causes the third shot to be a short approach shot.  The green can be reached
in two, but it requires a LONG hitter to do so.


======
Hole 6
======

Par    : 4
Yardage: 387

Choose if you wish to go left (safer but slightly longer) or right (more
hazards but shorter) off of the tee.  Going right requires the player to
hit between the trees and a bunker with a slope leading to the bunker, so
aim and hit carefully.  The approach shot will depend on where you went, but
the approach from the right has much less of the front bunker to contend
with than the approach from the left.


======
Hole 7
======

Par    : 3
Yardage: 131

A simple hole that has a large green to hit to, but you need to be wary of
the bunker spotting the landscape on the lower half of the green.  Just be
sure to get your ball to the part of the green where the flag is, as it is a
rather elongated green.


======
Hole 8
======

Par    : 4
Yardage: 358

A wide open fairway appears with few dangers, but going right will lead into
a stand of trees and going left leads to a deep depression.  Both of these
are hard to hit out of, so just hit it up the middle to set up for the
approach shot that should be flown to the green on a high trajectory (allows
for your character to ignore the short bunker while drawing close to the
pin).


======
Hole 9
======

Par    : 5
Yardage: 479

Hit past the tree in the middle of the fairway (watch out for the bunker to the
right) to set up for a second shot that will likely need to lay-up short of the
massive bunker by the green (only the longest hitters have a chance of making
this green in two).  You then have an easy chip shot to land near the pin.


=======
Hole 10
=======

Par    : 4
Yardage: 367

Hit towards the left side of the fairway, but not so far left that the ball
can reach the bunkers.  This allows for a good approach to the green, but you
may need to fly the ball over the bunker to get close to the harder pin
placements.


=======
Hole 11
=======

Par    : 4
Yardage: 333

This fairway leaves little room on either side for error as both bunkers and
forest are encroaching.  Try to go the right side of the fairway if possible,
allowing for an easier time to approach the green on the next shot (just
watch out for the bunker on the right).


=======
Hole 12
=======

Par    : 3
Yardage: 162

The tree short of the green will cause you great pain, so go up a club and use
a higher trajectory to get the ball over the tree AND get it to stay on the
green.  You could also use sidespin to fade/draw the ball around the tree and
onto the green.


=======
Hole 13
=======

Par    : 5
Yardage: 488

Try to stay up the middle or slightly to the right off the tee, using your
second shot to draw near enough to the green to make your approach shot hit
the green between the two side bunkers as well as not entering the long
bunker.  If you have the strength, go over the set of bunkers to land on the
hill above, which can make for a second shot that can make the green.


=======
Hole 14
=======

Par    : 4
Yardage: 391

Go straight up the middle, cutting between bunkers first and then trees that
are planted in the fairway.  Your goal is to not have any obstructions,
allowing the second shot to be hit to the green (right side has a small
bunker looking to snag errant balls).


=======
Hole 15
=======

Par    : 4
Yardage: 342

Either hit to the right of the tree and bunker combo, or go over them if the
needed strength is present.  If you managed to clear the tree and bunker, you
will have a tree near the green to contend with every time, where as the shot
to the right has a somewhat clear path to the green (use a high trajectory
and a slightly longer club to get there).


=======
Hole 16
=======

Par    : 3
Yardage: 114

Hit it straight, making sure to get to the green (either fly there or run it
on), while not wandering left (water) or right (bunker).


=======
Hole 17
=======

Par    : 5
Yardage: 519

Hit between the two large trees to go down the middle of the fairway,
avoiding the bunkers scattered along the sides.  The second shot can make
the green rather easily due to the low green (easy to run on) and lack of
nastily placed hazards (trees and bunkers do come into play, but only if the
ball wanders off course).  Try to set your approach shot up to land the ball
on the high tier or low tier of the green, depending on the pin placement.


=======
Hole 18
=======

Par    : 4
Yardage: 350

Hit to the dogleg of the fairway, cutting as much of the rough, bunker and
water on the fly as you dare/can.  Your second shot has an elevated green,
so accuracy is need or your player will land in a deep bunker or roll down
the slope into deep rough.


                           o-------------------o
                           | Cheep Cheep Falls |
                           o-------------------o

A step up from the previous course, this one will bring far more trees, more
water in dangerous areas, and some much tougher greens to reach.  However,
still not a big challenge, so play smart to advance quickly here.  A score
of four over par or better should win this tournament.

======
Hole 1
======

Par    : 4
Yardage: 394

Your goal here is to stay right on the high plateau (not too far right or
the bunkers will get you) or to stay to the left on the low-lying land (not
too far left or the water hazard will get you).  This will leave an approach
shot to a mostly unprotected green (although a bunker does block left side
of the green a little bit).


======
Hole 2
======

Par    : 4
Yardage: 328

You should try to hit it between the trees and the water, but avoid going into
the depressions that dot the fairway.  Then you just need to worry about a
bunker to the right of the green as you hit your approach shot.


======
Hole 3
======

Par    : 3
Yardage: 187

A small area of the green is unprotected, so you can run the ball onto there if
the pin placement is there.  Otherwise, a high trajectory shot may be needed to
get over the bunkers to land on the green and then stick there.


======
Hole 4
======

Par    : 5
Yardage: 528

The two trees that are between the tee and the green cause the fairway to veer
to the left.  Judging by your character's strength, you will either lay-up on
the trees on the fairway allowing for a second shot close to the green and then
an easy approach shot OR hit right over them, followed by smashing the ball to
the green.  However, do not stray left (water, long (water), or right (trees
and bunkers) as you come at the green.


======
Hole 5
======

Par    : 4
Yardage: 402

Hit towards the corner of the fairway between the trees and the bunkers to set
up the approach shot to the green.  The green itself has a water hazard
protecting the right side, and a bunker for those who are long and left.


======
Hole 6
======

Par    : 4
Yardage: 359

Hit your tee shot to the corner of the fairway (picking a spot where you can fly
the bunkers) before hitting to the wide open green (going long = a day at the
beach).


======
Hole 7
======

Par    : 3
Yardage: 146

Although the left side of this green is wide open, the right side had bunkers
in front and in back, so use a high trajectory and a little extra distance to
hit and stick the green (use backspin as well if needed).


======
Hole 8
======

Par    : 4
Yardage: 351

A simple hole, just avoid the fairway bunkers on the right as you tee of,
followed by a fairly easy approach shot to the open green (one bunker on front
left to contend with).


======
Hole 9
======

Par    : 5
Yardage: 544

Try to go over the grove of trees off the tee (if not long enough, go left of
them), followed by going for the green (or longest fairway that can be reached
safely before hitting on).  Water to the right and bunkers to the left greet
you at this green, but it is a rather open and easy green to hit.


=======
Hole 10
=======

Par    : 4
Yardage: 405

Hit to land to the right of the water but left of the bunkers, and then hit
straight onto the open green (going left not advisable as a massive bunker
awaits).


=======
Hole 11
=======

Par    : 3
Yardage: 175

An uphill tee shot, so put a little extra onto it, and be sure to get your
ball to the tier of the green the pin is on, or you will have a tough putt
to make.


=======
Hole 12
=======

Par    : 4
Yardage: 370

Simply hit the ball up the fairway, making sure to watch the slope of the
fairway so it will not push your ball into the water on the right.  Then you
just need to make sure to not stray right as you approach the elevated green
or a watery grave for your ball will be your reward.


=======
Hole 13
=======

Par    : 5
Yardage: 514

Hit it straight up the fairway, taking care to not hit to the deadly slopes
that lead to water hazards or bunkers.  You will need to have hit a long ball
to make the green in two shots, so do not worry if you have to just hit a safe
low iron/high wood up the fairway to the right to set up an easy approach shot.
If you do go for it, worry about being short, no long (short is far more
dangerous).


=======
Hole 14
=======

Par    : 4
Yardage: 377

A simply designed hole, crank it down the fairway, followed by a high
trajectory shot to clear the tree in front of the green to set up an easy
putt.  Being long sets up a bunker shot for you unfortunately.


=======
Hole 15
=======

Par    : 3
Yardage: 159

Flying and sticking to the green is the recommended strategy here as the
multiple bunkers all around the green make it tough to run a ball on.
However, the left side of the green at the front has an open area to run a
ball on, but the flag is rarely located in that section of the green.


=======
Hole 16
=======

Par    : 4
Yardage: 386

Unless you have an amazingly long hitter with a power shot on, you will need
to lay-up on the creek ahead, followed y hitting a long approach shot to
the green.  However, only a small portion of the green is open to running
the ball on (bunker to the left of green front protects a lot), so try to
fly to the green if possible (very hard to do with Woods however).


=======
Hole 17
=======

Par    : 5
Yardage: 508

Although it may seem like a tough hole, the best way to get to the green in
two is to hit a ball that passes through the narrowing of the fairway between
two bunkers to stop short of the forest of trees ahead.  This will allow your
golfer to hit a lower trajectory club up to the higher green.  If you do not
have the power to do this, hit towards the forest of trees (try to stay on
right side of fairway as much as possible), then hit up to the next corner of
the fairway (again along the right side), and then hit up to the open green.
This is by far the toughest hole on this course.


=======
Hole 18
=======

Par    : 4
Yardage: 381

Unless you can hit a massively long and high ball, hit to the right of the
bridge, sticking to the fairway short of the bunkers.  Then it is an easy
approach shot from either location to the open green.  Just be sure to not
drift left with your shot or you will be in the desert!


                             o----------------o
                             | Shifting Sands |
                             o----------------o

Welcome to the desert where the ruins are incorporated into the design of the
course!  A pile of desert greets you as you find a new hitting surface called
Rock along with narrow and segmented fairways.  Hit a straight ball or face
the sands of the desert.  A score of two over par or better should win this
tournament.

======
Hole 1
======

Par    : 4
Yardage: 410

A straight forward fairway with the twist of some broken pillars blocking your
second shot.  Try to get positioned so they can not interfere, and then make
your approach to the lowered green between the bunkers.


======
Hole 2
======

Par    : 5
Yardage: 537

If you can, hit accurately to the island in the pond.  Otherwise, you should
just lay-up short of the pond.  Next is to go for the green or the farthest
fairway section that can be reached safely before knocking it on.  The tee
shot is a crucial one here, followed up by some smart approach shots to make
the green (try to avoid the massive bunkers).


======
Hole 3
======

Par    : 4
Yardage: 371

A tough hole that requires a strategic shot to the left side of the fairway
that will roll to a stop short of the bunkers while allowing the player to
have a clear shot to the green.  The second shot is uphill and has a wide open
path to the green, so the first shot is the key one for this hole.


======
Hole 4
======

Par    : 3
Yardage: 152

A tee shot up a sandy hill to land on a green surrounded by stone monoliths is
what you face, so be sure to hit enough club to get up to the elevated green.
However, it is best to aim for the left side of the green so your ball can
avoid the sand trap that guards the green and allow for a Birdie putt.


======
Hole 5
======

Par    : 4
Yardage: 418

Here you have the choice of hitting to the right of the bunker or trying to
fly it and stick on the fairway.  Your second shot will depend on your
position, but try to avoid the right side of the lowered green so the bunkers
will not be a problem.


======
Hole 6
======

Par    : 3
Yardage: 171

Aim your tee shot here to the right of the bunker in front of the green to hit
the large portion of the green, OR you can be daring and fly the bunker if the
pin is located behind it.  However, just remember to have the proper club in
hand or you will face a long drop to the out of bounds desert floor below!


======
Hole 7
======

Par    : 5
Yardage: 543

A massive hole, you can go right for the open fairway (go for the area near the
bunkers) OR you can go left to a small fairway area that is hard to hit, but it
is FAR closer to the green.  If you went the conventional route, just hit up the
fairway on the next two shots (veering to either side will mean certain sand).
If you managed to make the shot to the left, you will have to fly 200 yards or
so to the green where backspin is recommended to keep your ball on the green.


======
Hole 8
======

Par    : 4
Yardage: 384

A simple hole that goes straight, just requiring a lay-up on the bunker if you
are too short to make it or a massive drive if you are long enough to make it.
This leaves an uphill approach shot (remember it is better to be left on the
first shot, leaving an easier approach for this) that has a bunker on the right
to block your approach.


======
Hole 9
======

Par    : 4
Yardage: 393

a multiple fairway island hole, pick the closest fairway island to the green
that you feel you can reach safely and then hit to it.  From there, it is a
green that has sand surrounding it, so hit an accurate and higher trajectory
shot to hit and stick on the green surface.


=======
Hole 10
=======

Par    : 4
Yardage: 407

Hit your tee shot to land on the fairway while dodging the pillars and bunkers
strewn about, followed by a straight on approach shot to the lowered green,
making sure to split the bunkers on the sides as you go forward.


=======
Hole 11
=======

Par    : 4
Yardage: 412

a multiple fairway island hole, pick the closest fairway island to the green
that you feel you can reach safely and then hit to it.  From there, it is a
green that has sand surrounding it, but the front leads up with a fairway
allowing a running of the ball onto the green.


=======
Hole 12
=======

Par    : 4
Yardage: 405

A tough hole that requires a strategic shot to the left side of the fairway
that will roll to a stop short of the bunkers while allowing the player to
have a clear shot to the green.  The second shot is uphill and has an enclosed
feeling due to the cliffs that press in on the green.  Also be wary of the side
bunkers as you come to the green.


=======
Hole 13
=======

Par    : 3
Yardage: 166

If you want to be close to the hole, more times than not a hit and stick
approach will work the best.  However, you can run the ball on the left side
of the green, but it may leave the Birdie putt as a fairly long one.


=======
Hole 14
=======

Par    : 5
Yardage: 563

If you play smart and accurate golf, a simple three shots will make it to the
green along the various fairway sections on this hole.  However, you can also
hit your tee shot so the ball lands on the fairway near a small bunker, your
second shot might be lined up properly to allow for a shot through the narrow
opening in the rock cliffs over the water where a ball can be hit to the green
in two.  However, this is exceptionally hard to do, so only do so if you use a
manual swing and you are confident in your hitting abilities.


=======
Hole 15
=======

Par    : 4
Yardage: 389

If you are a longer hitter, go up the right side of the fairway (by the bunkers)
to have a look at the green, OR hit left so the ball stops just short of the
mountains to set up an approach shot through the small opening and over the O.B.
to the green.  Just remember that the through the chute approach requires the
flying over a bunker to the green, so use a high trajectory shot.


=======
Hole 16
=======

Par    : 4
Yardage: 396

Fairway strips await, so hit into the farthest fairway you can reach, followed
by an open green with lots of run on space at the front.  A very easy hole to
Birdie.


=======
Hole 17
=======

Par    : 3
Yardage: 180

The green is a staggering 30 yards below your tee, so use a little less club
than you would normally for that distance.  Also note that if you hit the
"real" distance to the pin by mistake, a little backspin will help to salvage
your shot as well.


=======
Hole 18
=======

Par    : 5
Yardage: 549

Another fairway that is spread out all over the place, you will need to pick a
nice spot far up the hole length that is NOT blocked by the ruins that populate
this hole.  From here you can usually go for the green in two, but if you have
hit a bad one or lack the distance to reach the green, use two smart shots to
get there in three.  The green has a narrow opening at the front to go with two
massive bunkers patrolling it's sides.  Please note that the O.B. are is VERY
excessive, so try to stay near/on the fairways!


                              o-------------o
                              | Blooper Bay |
                              o-------------o

You will notice a jump in difficulty with lots of water, small and narrow
fairways, and the inclusion of beach sand traps as well as fast fairway (hard
to hold on these).  Accuracy becomes EXTREMELY IMPORTANT from here on out, so
try to use the manual swing at all times.  A score of one over par or better
should win this tournament.

======
Hole 1
======

Par    : 4
Yardage: 425

You will be teeing off through a sign that CAN interfere if you mis-strike
your shot.  The fairway here is rather narrow with sand traps everywhere, so
try to aim for an area where your character can land and then roll the ball
safely.  Your second shot will likely need to be a fly and stick approach to
the green, unless you have hit a first shot that lines up with the minute
fairway entrance to the green.  You will have to watch out for massive sand
traps throughout the level, especially the one that surrounds the green on
three sides (the mermaid one).


======
Hole 2
======

Par    : 5
Yardage: 567

A long hole, your tee shot should be to the island with the dolphin sand trap,
taking care to avoid said trap as well as planning your shot around the
patches of fast fairway strewn about.  If you have managed to hit the fairway,
gone far enough up it, and the two trees are not blocking your shot trajectory,
the green can be reached in two with a long hitter.  Otherwise you will have to
hit up to the next fairway island before knocking one down to the lowered green.
The green itself is protected by a dolphin-shaped sand trap, so fly in and stick
carefully to stay on that green.


======
Hole 3
======

Par    : 3
Yardage: 155

An uphill green that has a narrow and winding fairway leading to it, flying the
ball to the green for the stick (backspin may be needed) is recommended.
However, go too far off your aim and you will either see deep rough, sand trap,
or water!

======
Hole 4
======

Par    : 4
Yardage: 388

Hit to the fairway on the right with shorter hitters or go for the left one
with longer hitters.  Just keep in mind both have fast fairway there to chuck
your ball into the rough/sand/water.  From there it is a rather easy shot with
one little star bunker to contend with as you go for this open green.  Just
remember that the right fairway off of the tree will have to fly the star
bunker to the green (it is also the longer distance to reach).


======
Hole 5
======

Par    : 4
Yardage: 410

Narrow Fairway + multitudes of sand traps = a harsh hole.  It is best to go
with a club that allows your character to lay-up between the bunker sections,
followed by a slightly longer (but reachable) approach shot than entering
into one of the sand traps (likely take three shots to get on then).  The
green itself is half of a grass "island" surrounded by a sand trap, so
approach shots need to be VERY accurate.


======
Hole 6
======

Par    : 3
Yardage: 198

You will need to keep the ball straight to stay on the green and avoid the
harsh slopes that guide your ball into sand traps (either side of the green).
Do not worry on hitting the right tier of the green unless you are REALLY
sure of your ball control (spin and trajectory) to do so accurately.


======
Hole 7
======

Par    : 4
Yardage: 396

You have two choices here, both of which have advantages.  The choice to the
right will leave a longer second shot, but it far easier to make the fairway
and allows for a good approach vector to the green.  The choice to the left
requires a longer shot and it also has a narrow fairway and massive sand
traps to play with (including a mountain sand trap).  Your second shot will
need to have a lower trajectory if you want to run it on, due to the higher
green that stops the ball quickly.  The green is protected by water on the
right and sand traps to the right and back, so be accurate or face the
consequences.


======
Hole 8
======

Par    : 4
Yardage: 421

A rather unique hole, you will need to lay-up on the shark's mouth statue
here on the fairway below, making sure to not let the fast fairway screw
your shot up.  Then, the approach shot will be through the shark's mouth,
but only if you are close enough to pass underneath the top part (shot
trajectory is VERY important here) to find a green with sand traps to both
sides and the approach shot will likely be coming in over the left bunker.


======
Hole 9
======

Par    : 5
Yardage: 573

Here you will either hit a mammoth drive over the water to the left to the
fairway up ahead so your character can hit around the mountain, or they
will have to go more left, leave lots of room between the ball and the
mountain and then fly the mountain to the green.  Both are hard to do due
to a well-guarded green, so you may consider laying up on the fairway to
make a closer approach shot and get on in three (an extra shot, but it may
lead to an extra stroke being saved if you would otherwise meet trouble).


=======
Hole 10
=======

Par    : 4
Yardage: 406

This is a little more straightforward with three simple rules to follow:
1) aim for fairway where your character can get the ball to hold on,
2) avoid the sand traps, and 3) DEFINITELY avoid the beach sand to the
right.  The green is rather small, but it is rather unprotected (one
bunker to the back is the only real danger), but watch the beach sand as
it extends all the way to the green.


=======
Hole 11
=======

Par    : 3
Yardage: 176

A rather easy par 3, an open green greets you (although a sand bunker is around
to annoy), allowing for flying to it or running a ball onto it.  The green is a
rather nasty one though, so a shot within 20 of the pin is a great one.


=======
Hole 12
=======

Par    : 4
Yardage: 399

This narrow fairway goes straight to the green on a steady uphill, so hit it
straight and you will have no problems.  However, going left or right leads to
sand or deep rough, so straying form the fairway is not recommended.  The green
itself has two bunkers (one left, one right) to further annoy and confuse you
on your approach shot.


=======
Hole 13
=======

Par    : 5
Yardage: 622

A mammoth distance to cover, you will have to choose which path to take again.
The path to the right is to hit along the fairway sections to make the green in
three shots (the third shot will have some fairway leading into the green).
The left path is far more dangerous, but it is makable to the green in two.
Hit your tee shot to the small fairway topping in a "whale" island, followed by
flying the ball over the sand trap short of the green to land on the green
itself (do not worry if you roll off the back as sticking is REALLY HARD to
do).  Make use of spins to assure your ball will end up where you intend it to
end up.


=======
Hole 14
=======

Par    : 4
Yardage: 414

Hit your drive carefully to land on the fairway, once again taking care to
avoid the fast fairways as much as possible so they do not run your ball into
the rough.  The green is rather small, with deep rough to the right and a
bunker to the left.


=======
Hole 15
=======

Par    : 4
Yardage: 393

You will likely need to lay-up on the bunkers, but go for the fairway "island"
surrounded by the bunker off of the tee.  The shot to the green will be rather
easy, provided of course you do not stray to the left where the bunker sits or
stray right to the water hazard.


=======
Hole 16
=======

Par    : 4
Yardage: 402

A hole that has a split path, you will want to go left and stay on the high
path (staying up high is more important than the fairway).  If you have managed
to make it to the left, hit your approach shot straight to the green with
running room because the two bunkers are off to the sides.  However, if you went
to the right, you will likely need to hit backwards first to give yourself
enough time for your ball to get in the air on the next shot so you can go for
the green on the fly (the bunker on the right is directly in your path).  This
hole requires good accuracy to score low.


=======
Hole 17
=======

Par    : 3
Yardage: 186

A heart-shaped green is your target, so take aim towards the pin and let the
ball rip.  Missing the green means beach sand or water, and be sure to put a
little extra on for the uphill slope to the back areas of the green.


=======
Hole 18
=======

Par    : 5
Yardage: 548

The hardest hole to date for you, this one requires immense accuracy and
distance becomes a bonus if it can be grabbed.  You will have to hit the ball up
the steppes here carefully, putting each shot onto the top of the small fairway
mounds.  If you get too close to the walls of rock ahead, a shot backwards will
be your only recourse.  If you are good, your first shot will set up a
reasonably easy second shot to the green, where a bunker protects the green on
three sides (but not the front).  This hole is just a sign of things to come!


                         o------------------------o
                         | Peach's Castle Grounds |
                         o------------------------o

With some new challenges that are not so conventional (traps where Chain Chomps
MAKE it be O.B., springy mushrooms, and Warp Pipes that can save you a lot of
distance if entered), you will also have to face all of the previous problems.
Of course, the fairways have further narrowed as well.  A score of one over par
or better should win this tournament.

======
Hole 1
======

Par    : 4
Yardage: 431

The first hole you will see with the new tricks in play, so you can try and take
advantage or you can play the hole normally.  If you play it normally, drive to
the right of the green pipe or to the right of the second yellow pipe (if you
have the strength to do so) before hitting your approach shot to the rather open
green (just a Green Warp Pipe in the way).  However, if you are wanting to gain
a large advantage, hit towards the green pipe on the left side of the first
fairway stretch to have it warp your ball to land just short of the green.
With a 30 yard approach shot, a birdie putt should be easy to set-up!


======
Hole 2
======

Par    : 4
Yardage: 394

Here you will have a narrow fairway surrounded by Chain Chomps and sand traps,
so hit an accurate tee shot (use a lesser Wood or an iron if needed), followed
by an approach shot to the green that has a small bunker on the front-right and
a Chain Chomp hazard behind it.


======
Hole 3
======

Par    : 3
Yardage: 156

A large uphill with a small green means that a high trajectory shot with
backspin will likely be needed to stay on this green.  This may mean going up a
club for some extra distance and then performing the needed deed, but a skilled
player can do this (you must have some skills by now, right?).


======
Hole 4
======

Par    : 5
Yardage: 546

Here is where you must make another choice between a Warp Pipe shortcut or a
regular path.  If you go the regular path, be sure to hit in between the
mushrooms as their tops can bounce your ball into the water far below, and
if the Warp Pipe way seems better, crank the ball through either one.  For
your second shot, you will need to hit down to the green island far below
which is surrounded by water.  This means you have to fly there, so keep your
trajectories and spins in mind for stopping your ball.  Lay-up if you do not
think you can make it and then use an iron to make it in three shots.


======
Hole 5
======

Par    : 4
Yardage: 383

You have three solid choices for this hole: going left, going safe right, and
going risky right.  Left and safe right are your typical hit the fairway chunks
while staying away from fast fairway, but the risky right is only for the
longest hitters to attempt due to the extreme distance (270 Yards carry)
required to get there (it does offer a 70 yards or less distance to the pin
though).  If you went left, a moderate uphill shots remain and if you went safe
right, a NASTY uphill shot remains on your approach shot to the green.  The
green has a bunker on the front-right and the left, which are accompanied by the
mushrooms on the back-right.


======
Hole 6
======

Par    : 3
Yardage: 171

A "mushroom" green is your target, with water surrounding the entire green and
the spots on the "mushroom" being sand traps.  hit a shot that will not roll a
lot unless you are more confident with rolling a shot with water being so close
to the green.


======
Hole 7
======

Par    : 4
Yardage: 391

Hit your tee shot on to the wider fairway being afforded on this hole, making
sure to not fall off into the rough or water by the toad statue.  Then it is a
rather easy approach shot on a large green to set up the Birdie.  A rare hole
that gives you the opportunity to score an easy Birdie, so take advantage.


======
Hole 8
======

Par    : 5
Yardage: 535

A rather odd hole, you will need to hit to the end of the fairway, followed by
hitting a high trajectory shot up the fairway/to the green (depends on how well
you are positioned and on your player's natural shot trajectory).  The King
Bob-Omb is no danger as he will run away if the ball lands near him or he will
fall down the mountain if he actually gets hit by a ball.


======
Hole 9
======

Par    : 4
Yardage: 412

Hit your shot down the left side of the fairway if possible, allowing your
character to not have the large mushroom on the right interfering with their
approach shot.  As for the green, one bunker to the left and that is it for this
rather easy to hit to green.


=======
Hole 10
=======

Par    : 4
Yardage: 417

a lot of O.B. here, so you must be sure to be VERY accurate.  Hit your tee shot
to whichever section of fairway you feel more comfortable going to for your tee
shot.  The approach shot will be a slight uphill, with a front bunker and back
bunker to contend with, so fly the ball and stick is the best option available
to your character.


=======
Hole 11
=======

Par    : 3
Yardage: 120

A large uphill to a small green nestled on the back of a "Koopa Troopa" island
is your target here, so use a club or two higher than the distance listed,
possibly raising the trajectory slightly to allow for the ball to hit the green
and stick easily.


=======
Hole 12
=======

Par    : 5
Yardage: 561

Chain Chomps return as they over run this hole along with some O.B. grass.  Your
job is to hit to a safe fairway at all costs because the risk of O.B. penalties
is severe all over this hole.  The green has Chain Chomps to either side, so aim
carefully.


=======
Hole 13
=======

Par    : 4
Yardage: 427

You can go left along the conventional fairways here, maybe hitting a long
second shot into the green, OR you can hit down the Yellow Pipe on the right to
end up right near the green for your second shot.  Also note that if you fail to
enter the Yellow Pipe but remain on the land nearby, as hot to the green is
still possible.  A bunker to the right of the green and O.B. to the left and
back, be VERY accurate when hitting to this putting surface.


=======
Hole 14
=======

Par    : 4
Yardage: 340

Now for a hole where the Warp Pipes are the recommended way to play the hole.
Although you can go for the green in two through conventional means of hitting
up the slope by way of the fairways, it is better to actually hit into the warp
pipes to climb the hill.  The best one for making the green in two is the Yellow
Pipe or the Green Pipe (Petey The Piranha may be able to hit to the Blue Pipe
though).  When your ball appears from the initial shot, hit to the green that
has bunkers to the left and to the right, and be sure to not accidentally enter
the blue pipe and lose yardage!


=======
Hole 15
=======

Par    : 4
Yardage: 435

You can go far maximum distance here, but be warned that the fairway narrows AND
becomes Fast Fairway, making for a double whammy in hazard potential.  Following
that is an open green with multiple bunkers behind it.


=======
Hole 16
=======

Par    : 4
Yardage: 401

You will have to hit short of the water and avoid the mushroom, followed by an
uphill shot to an elevated green.  This hole is dependent on accuracy and not
power, so bear that in mind.


=======
Hole 17
=======

Par    : 3
Yardage: 163

A really lowered green means your club will hit a little further than normal, so
take that into account when selecting your club.  No real danger near the
greens, just deep rough and flowers.


=======
Hole 18
=======

Par    : 5
Yardage: 584

If you go down the fairways, you may be able to muscle the ball to the green in
two.  If you are feeling good, you can try to hit into the yellow pipe in the
sand trap to end up inside of 170 yards of the pin for your second shot!  The
green is surrounded by a brick path that will bounce your ball wildly if you hit
it, so fly to the green to be more accurate.


                            o-----------------o
                            | Bowser Badlands |
                            o-----------------o

This is one fiendish course that rarely gives your character time to have an
easy shot.  Wildly designed courses, massive O.B. areas, lava (O.B.), Rock
(hazard), Heath (worse than Deep Rough), and the nastiest fairways and greens
imaginable.  Add in some classic Bowser followers like Boo, Thwomp, Whomp,
Bob-Ombs, and Piranha Plants, you have one devious and evil course to challenge
your shot making abilities.


======
Hole 1
======

Par    : 4
Yardage: 393

You will need to hit your tee shot straight to the end of the fairway here while
dodging the stone arch and the bunkers to set up an approach shot to the green
far above.  You will need to choose a longer club than normal due to the height,
and you may consider altering your trajectory as well as your spin (backspin to
slow down the big speed on the ball) to make it and then stick to this fiendish
green location.


======
Hole 2
======

Par    : 4
Yardage: 402

Hit your tee shot carefully along this boardwalk turned fairway while dodging
the ghosts in the sky (they will either remove or add distance to your shot),
making sure to not be too near the tower blocking the green's front.  Knock your
approach shot past/over the tower and get near the hole on one of the easier
holes on the course.


======
Hole 3
======

Par    : 5
Yardage: 592

A horrid hole if you do not have your manual swing down yet because to get to
the green in two shots, you will need to hit to the small grass island with the
wall, followed by a long uphill shot that must fly two hundred yards (use
backspin on the approach shot to stick to the green).  I you wish to play it
safe, go right along the fairway (hit past the wall), hit up towards the fairway
on the next section of land, and then go for the green on your third shot.
However, a tough hole to score well on, so take your par and go.


======
Hole 4
======

Par    : 3
Yardage: 146

A hoard of Boos camp out here in front of the tee, making your shot gauging
difficult to do.  The green has a Bob-Omb guarding it, so do not be long or face
the explosion and the nearly unavoidable water trip your ball will take.  Play
with trajectories (making the ball start right around the Boos is a fabulous
idea) to get a clear look as the green, and then carefully smack the ball along
your planned route.


======
Hole 5
======

Par    : 4
Yardage: 412

More Bob-Ombs appear here, so hit your drive carefully onto an elevated fairway
section, followed by a high approach shot to clear the Bob-Omb near the green.
Just be sure to not be long or face the lava (O.B.) behind the green.


======
Hole 6
======

Par    : 4
Yardage: 421

Thwomps appear here, serving two evil purposes: 1) they block your ball in the
air, and 2) they stomp your ball into the ground if the ball stops underneath
(causing a worse lie than normal for Fairway).  After hitting your tee shot to
the last group of Thwomps (going past them is even better), a slightly elevated
green awaits on your approach shot with bunkers to the left, top-left, and
right.


======
Hole 7
======

Par    : 3
Yardage: 206

A rather open Par 3, just fly to the green to get over the short bunker, do not
be long to the deep bunkers, and if you are short and hit the Fast Fairway you
may have difficulties.


======
Hole 8
======

Par    : 5
Yardage: 579

A long and tough Par 5, you will need to VERY accurate to avoid the lava and
rock that dominate this hot hole.  If you have the trajectory and power, you can
try for the small grass islands on top of the volcano.  Otherwise, play safe
shots to get to the green in three, keeping in mind that the green is rather
lowered (drop down a club or so when hitting to it).


======
Hole 9
======

Par    : 4
Yardage: 398

Bob-Ombs dot the fairway, so hit to the fairway carefully to come to a stop with
a good lie for your ball.  Your next step is to then hit a low trajectory shot
into the "mouth" of Bowser ahead, which is where the green sits.  An easier
hole, try to get a Birdie here.


=======
Hole 10
=======

Par    : 4
Yardage: 432

A bottleneck hole, you need to hit a good tee shot to position the ball so your
character's trajectory will be able to get through the two towers AND the three
Thwomps guarding the opening on the second shot.  The green has bunkers to the
left and right, so try to be as accurate as possible when going through the
Thwomp line.


=======
Hole 11
=======

Par    : 3
Yardage: 166

Bowser's cruising machine from Super Mario World is what the green rests upon,
so hit a high trajectory shot to this elevated green to get the ball past the
short bunker to reach the green.  Going long is not advisable as a bunker and
O.B. await those muscle bound people who do.


=======
Hole 12
=======

Par    : 4
Yardage: 428

An evil hole that requires most players to hit to the fairway near the Bob-Omb,
so be SUPER accurate to avoid an explosive surprise!  If you can for the green
in two shots, do so.  However, any mistake on your tee shot will likely
require a safety shot to the fairway far ahead on the left to set up a third
shot to the green.  The green itself is big, but it has two well positioned
bunkers to mess with you.  A par here is an excellent score to get.


=======
Hole 13
=======

Par    : 5
Yardage: 564

Here you will find a multitude of fences strewn about, which will block your
ball if you are unlucky enough to have hit their wires.  Hit your tee shot as
far down the fairway chains as possible to allow for a possible two hit to the
green, but do not get off-target in your swing or the fence may make you take
a lava bath!  Do not stray right from the green or one of the three bunkers
might get you.


=======
Hole 14
=======

Par    : 4
Yardage: 445

Here you have a choice of going under the bridge or landing on top of it.
Going under the bridge is suggested to lower trajectory hitters while going on
top is for higher trajectory hitters.  Provided you have hit the fairway, your
second shot will need to fly to the green due to lava and the bridge being bad
for your ball (although the bridge can be used to make the green if you do not
have enough club to reach the green).


=======
Hole 15
=======

Par    : 4
Yardage: 410

Hit your tee shot as far as you feel comfortable, because Bob-Ombs, wrecked
bridges, and O.B. are prominent here.  Your approach shot can do a roll on
because the bunkers are located in behind the green.


=======
Hole 16
=======

Par    : 5
Yardage: 586

You will need to hit around and past the unpredictable Piranha Plants (they
spit your ball in a random direction if it enters their pipe) and the Whomps
(they perform the same function as the Thwomps for blocking and messing up
your lie).  Hit down the fairway to reach the green that has Piranha Plants
and Bunkers to accost you.


=======
Hole 17
=======

Par    : 4
Yardage: 407

A NASTY HOLE, you will need to choose between a tee shot to a low area (hard
second shot), a high area (Whomp will likely screw your lie up), or a small
ledge of grass (lava if you are long, Chain Chomp O.B. if you are short).
Luckily, the green area is hazard free and even has a small wall to protect
from the lava below, but it IS an elevated green so you have to be able to
lift your ball high enough to reach it.


=======
Hole 18
=======

Par    : 3
Yardage: 193

The green happens to be a mere 69 YARDS BELOW when you tee off!  Make sure
to use less club than normal (I would recommend about 30 less yards) to go
for this green.  Being a little off the green will land you in a bunker, but
being WAY OFF the green will cause your ball to incinerate in lava!  A
rather easy hole to finish off a really tough course.

----------------------------------------------------------------------------
-----------------------------------Ring Shot--------------------------------
----------------------------------------------------------------------------

7) This section will give you the lowdown on how to get each and every star
  completed on this mode.


                              o--------------o
                              | Lakitu Falls |
                              o--------------o

========================
Ring Near Troubled Water
========================

You have one Ring to shoot through here, which is located near the fairway
tree.  Adjust your trajectory and make a club selection that will allow your
character to retain the fairway hold and get the Ring.  Then a simple
approach shot, followed by two more shots to get the ball into the hole.


================
No Easy Entrance
================

You need to perform two feats here to make this an easier hole to complete:
1) a low trajectory with a club that will land just short of the ring, and
2) Super Topspin to make the ball pass through the Ring and onto the green.
The other option is to shoot short and then chip through it, but this leaves
one putt to get the ball in as opposed to two with the first method.


=============
Long Ring Run
=============

A triple set of Rings here, you will need to do some fancy shooting to
finish this one.  Start off by hitting the ball through the Ring on the
right, which will require low trajectory and maybe Topspin.  The next shot
may require some higher trajectory, possibly starting the ball to the left
more because of the trees (choose a distance club accordingly).  The next
shot requires selecting a club that will allow your ball to pass through it
on the way to the green, where a two putt is all that is needed to complete
the hole.


=====================
Ring Here, Arch There
=====================

Here you will have to hit through the Ring, so start the ball left and pass
it through the ring as it moves right so it lands on the right side of the
fairway.  Next up will be the Arch, so hit the ball through it, taking care
to have your trajectory low enough to pass through.  However, this may
require a harder hitting club, so you may need to use Backspin or Super
Backspin to keep the ball on the green.  This leaves two shots (two putts or
a chip and a putt) to win the hole.


====================
Two-Ring Bunker Ball
====================

The first ring is REALLY easy to hit through, so look how you can maximize
your distance towards the green while retaining the fairway for your lie
(use trajectories and spins to do so).  Now an easy approach shot will be
left where you pass through the ring near the tree (use spins as needed to
stay on the green), leaving two shots to complete the hole.


=========
Times Two
=========

Your goal here for the first Ring is to hit the ball so it JUST passes
through the Ring (use the Spins if needed to get the extra few yards).  Now
you will need to either hit a low trajectory shot through the next Ring, OR
hit to a spot just behind it to set-up the approach shot that will pass
through the Ring (the second is recommended).  Either way, you will have one
shot to finish the hole, so here is hoping your approach shot was a good
one.


                           o-------------------o
                           | Cheep Cheep Falls |
                           o-------------------o

==============
Waterfall Arch
==============

You will need to look left to see the Ring here, slightly hidden by a tree.
You will need to hit short of it while landing on the fairway past the tree,
setting up a second shot through the Ring as you aim for the green/farthest
Fairway spot that is accessible.  From here, two shots remain to finish the
hole.


===============
Skid, Ski, Skip
===============

Here you will have to be dead on aim to have a better chance of winning this
challenge.  You will need to hit a ball through this ring while trying to
hug the left side of the Ring to allow the ball the chance to skip off the
water and back onto land.  However, if your ball takes a full body dive, you
will be sitting two.  From where you sit, hit your approach shot and putt
(one putt if you got wet all over, two if you skipped to land).


==================
Donuts! No, Ponds!
==================

Crack your first shot straight down the fairway, as far as possible.  Next
up, you will need to fly a ball through the Ring AND land on the small grass
isle in the pond with the tree (if you get wet, you lose a stroke).  Now you
need to pitch to the green above (three/four strokes) remembering to use
trajectory to your advantage, and then putt (two/one putts to do so) for the
win.


=================
Hunkering Bunkers
=================

Start off here by hitting just short of the bunkers and the Rings as close
to the Semi-Rough as possible (try not to enter it though).  Now mark your
ball for a low trajectory and move up your club selection until you have a
selection that will pass through all three Rings (remembering to knock your
distance setter down to see the true trajectory of the ball) before hitting
through the three Rings to land near/on the green.  You will then have two
shots to complete the challenge.


==============
Treetop Target
==============

Here you will likely have to hit the ball with a lower trajectory as well as
starting the ball left to bring back towards the green.  However, you will
likely end up in the bunker there rather than the green, so a pitch and a
putt will easily finish this hole for you.


================
Flowering Arches
================

Here is a tough one for you to beat, mainly cause it requires an odd set-up
shot off of the tee.  Hit your tee shot to the side of the two rings,
getting close enough to the river to allow the second shot to pass through
both as you hit a short chip to the other side of the river.  Now hit your
approach shot to the green and then drop your putt to win the hole.


                             o----------------o
                             | Shifitng Sands |
                             o----------------o

==============
Phunky Pharoah
==============

A nasty little challenge awaits you here as you must start the trajectory
left and low, followed by aiming so the ball can fly through the Ring
without hitting the Pharoah and go rocketing off into the land of O.B.  If
you managed to do this, you will then have three shots to get onto the green
and into the hole.


=============
Rocky Rebound
=============

Hit your tee shot as far as you can (use your power shot) to get as close to
the green as possible.  Follow this by aiming for the closest part of the
rock wall through the ring, using a club that will barely make it at full
power.  If done right, the ball will rebound and land on the green leaving a
two putt to win the hole.  Otherwise, a chip and then a putt will win the
hole.


================
Pyramid Pinnacle
================

Hit your tee shot to the farthest fairway patch on the right that can be
reached.  Now use your trajectories to set up the next shot (start it right
to wrap to the green easier) to pass through the Ring and land near/land on
the green.  You will have two shots from there to finish off the challenge.


===============
Columns On High
===============

A tough one, you will need to start off by hitting through the Ring on the
right, starting the ball right to bring the ball to land on the left side of
the fairway just short of the bunker.  The next shot should pass through the
Ring ahead to land on the waste area, preferably more to the left part of
the waste area (to the right of the cacti).  Now you will need to hit a high
trajectory shot through this Ring to the green (you will likely have to hit
to the back end of the green, away from the pin).  Note that a Power Shot
will allow the ball to go a little higher if trajectory is a problem, and
remember Backspin is a great way to stay on the green.  You will then have
one shot to go for the putt, so I hope your aim is true!


============
Ring In Ruin
============

You will see a Ring floating over the stone from an old ruin, so get a club
that will go through the ring while impacting near the top tier of stone,
using a low trajectory shot to get a high enough bounce from the stone to
land on the ledge above.  Then it is a simple matter of a chip and a putt to
finish off the hole.


=======================
Ruins, Rings, Right On!
=======================

Beyond a shadow of a doubt, this is THE toughest hole you will have faced so
far!  Start off by hitting a ball to the left side of the fairway where it
starts to cut towards the sand on the left (parallel to the sand between
two ruins buildings).  Now start the ball to the left and select a club that
hits around 170 yards, followed by aiming it so it will land on the uphill
fairway short of the next two Rings.  Now you will need to use a low
trajectory and start the ball to the left as you hit to the green through
the two Rings.  If done correctly, you will have two putts left to finish up
the hole!


                              o-------------o
                              | Blooper Bay |
                              o-------------o

==============
Dolphin Dreams
==============

For your first shot, put your club to low trajectory and make sure it will
pass through the Ring (lessen distance for your marker to see it), aim the
ball so it will pass through the left side of the Arch, and then shoot with
Super Topspin so the ball will travel along the fast fairway to gain some
extra distance.  Now you will need to shoot short of the next Ring, landing
the ball near the start of the Fast Fairway, allowing it to run up behind
the Ring.  The third shot will involve hitting through the Arch ahead as you
shoot for the right of the green to pass through the Arch down there as it
goes on the fly.  If you failed to pass through, you will have to hit a shot
through, followed by chipping into the hole.  Otherwise, you have a chip and
a putt to work with to finish the hole off.


===========
Rocky Rings
===========

A simple enough hole, Get your 1 Wood to fly low enough to pass through all
3 Rings off of the tee (this may require lessening your distance marker to
see the proper trajectory when combined with low trajectory).  Then you will
have three shots to make the ball enter the hole.


=============
Wacky Weather
=============

Hit your tee shot to land on the beach sand just short of the closest Ring.
The next shot will be through the Ring to land on a small island (use high
trajectory to make the ball roll less) short of the next Ring (try to keep
on the fairway to make your next shot easier).  The third shot will pass
through the closest Ring as you hit a high trajectory shot that will pass
through the Ring hovering over the bunker near the green.  If you hit it
just right, you will not land in the bunker, leaving a putt to finish the
challenge.  Bunker landings mean you better chip well!


=============
Snarky Sharky
=============

Unless you have a hitter who can hit about 280 yards high in the air, you
can not get through the Ring on the tee shot (if they can reach it, then by
all means do so).  For the less fortunate, hit the ball to the edge of the
higher ledge that is to the right of the "shark" mouth (from your
perspective).  Then on your second shot you should hit the ball as far as
you can through the Ring and down the fairway (unlikely that green can be
reached).  Now you have an approach shot and a putt to finish off the
challenge.


=======================
Floating Huts And Hoops
=======================

You will need to start the ball right and possibly lower your trajectory for
your tee shot to get it to pass through the Ring on top of the hut.  You may
also wish to include Backspin to help the ball hold on and avoid the water,
although taking a dip is not totally detrimental to your cause as you can
still hit to the green and putt for the victory.  If you managed to stay
dry, you will have three shots remaining to make it to the green and get
into the hole.


=========
Heartburn
=========

This is a rather simple hole that requires you to shoot accurately enough to
pass through the stacked Rings on the green.  Find your proper distance
through various means (no trajectory changing should be required), adjust
your aim for the wind, and then hit the ball on the sweet spot to get the
accuracy needed to go through the three Rings.  Now you have two putts left
to go for the hole!


                         o------------------------o
                         | Peach's Castle Grounds |
                         o------------------------o

==============
Warp Pipe Hype
==============

The sole Ring is not readily apparent here, so look through the Blue Pipe
on the right side of the hole (past the water).  You will need to hit a low
trajectory club while forcing it even lower to enter the pipe, allowing the
ball to pass through the pipe and Ring.  You can also lay-up in front of the
pipe, but that will waste an extra shot going through.  When your ball does
exit out the far side, pray it does not reach the Brick, as it is much
harder to hit off of (you may need to hit to the fairway instead of the
green).  Anyway, you will have three shots (two if you layed-up on the Pipe)
to complete the challenge after passing through the Warp Pipe.


===================
Chain-Chomp Caution
===================

You will need to start off by adjusting your distance marker to read about
130 yards on your 1 Wood, start the ball right, and aim so the ball will
JUST pass through the left side of the Ring.  Your second shot will need to
have low trajectory and start right so it can pass through both Rings and
curve back towards the fairway.  Your next shot will likely be from Deep
Rough, so hit a clean ball as you fly it through the Ring at the back of the
green (use Super Backspin to draw closer to the hole).  Now sink your putt
to finish off the hole!


===========
Big Bob-Omb
===========

Just one Ring here, and it resides around the waste of the King Bob-Omb!
Hit your tee shot down to the end of the fairway straight off of the tee,
followed by looking up at the King Bob-Omb.  If you have enough room to hit
a high trajectory shot to go through the Ring (or at least go under it and
hit the King Bob-Omb, so the next shot to the green will get the Ring), go
that route.  Otherwise, you will need to hit the ball down the fairway some
more to get a friendlier look at the King Bob-Omb (go through the Ring on
your third shot).  From that point on, you will have three shots (if you
could do the first option) OR two shots (if you had to do the second option)
to get into the hole to finish off the challenge.


=====================
Ring Around The Koopa
=====================

This is a tough one to make.  You will need to hit your tee shot to the rock
shell where the small Ring rests and rebound your ball backwards, HOPEFULLY
to land on the grass OR far enough back from the wall that a shot can be
lifted to the elevated green on the rock shell.  You then have one putt to
complete the hole.


=============
Mushroom Doom
=============

Here you will need to hit a towering tee shot that will go through both
Rings, bounce off of the mushroom, and land safely (preferably).  However,
you may need to lay-up with some characters for this feat as they can not
reach the Mushroom with their tee shot.  You will then have three shots (two
if you layed-up/hit the water off the Mushroom) to finish up the challenge.


=======================
Star Light, Star Bright
=======================

Your tee shot must enter the Green Pipe on the right with three Rings, and
it will then pass through three more Rings upon exiting the other Green
Pipe.  Now have your character aim for the Yellow Pipe in the middle of the
sand trap and hit a small iron so the ball goes into the Yellow Pipe
(grabbing three more Rings) and then exits the other Yellow Pipe (grabbing
three more Rings).  Now you will need to hit a shot that will pass through
ALL of the Rings while not hitting the tree as you approach the green.  If
you have managed this so far, you should be on the green (or near it), with
two shots remaining to go for the hole and the victory!


                            o-----------------o
                            | Bowser Badlands |
                            o-----------------o

================
Bewitched Bridge
================

A rather simple hole, hit your ball to the right of the two rings, putting it
as close to the edge of the fairway as possible, followed by a second shot
that passes through both Rings and lands on the green (start it to the left
to get the ball to land closer to the hole).  This will leave two putts to
finish the hole.


===================
Bowser Jr.'s Breath
===================

You will need to hit your tee shot out to the small patch of Fairway to the
right of the Bowser Jr. statue (the rough is acceptable as well) for the tee
shot.  Then you will need to hit an approach shot that passes through all
four Rings on the way there.  This will leave a single putt to finish the
challenge.


==============
Sorry, Bob-Omb
==============

For this hole, you will need to hit your tee shot towards the Bob-Omb,
taking into account the great distance, some characters will need to lay-up
and hit their second shot to the Bob-Omb.  The idea is to hit the Bob-Omb
with your ball so the bridge is positioned directly behind your ball.  This
will keep your ball form going O.B. on the resulting explosion and reveal
the Ring.  Now hit your approach shot into the green, leaving two putts (one
putt if you had to lay-up) for the victory!


===========
Thwomp Romp
===========

You will need to hit your tee shot down the left side of the fairway to
start off, followed by an exactly aimed shot through the three Rings (the
spot is just below the top Thwomp) to land on the Fairway/Rough (use
trajectory altering to your advantage).  This will leave an approach shot
and a putt to finish the challenge.


=======================
Needle Mountain Madness
=======================

Hit your first tee shot to the right to go through the closest Ring (try to
go through the left side of it to stay on the fairway).  Next up is a short
iron shot through the next closest Ring (between you and the hole), making
sure to swing hard enough to pass the heath.  Now you just need to hit the
third shot onto the green, followed by a putt for the par and the finishing
of the hole!


=================
That's A Volcano!
=================

You will need to better position to reach the top of the Volcano, so hit the
ball to the small patch of fairway sitting behind the Bowser Rock Head
spewing lava (if you can not reach there, hit a shot up the fairway,
followed by a second shot onto the small area).  Now you will need to fly a
shot onto the small fairway area above AND get the ball to stay there (use
Backspin if you have a lower trajectory shooter).  The next shot will pass
through all three Rings as you go down to the green far below, leaving two
shots (one shot if you were too weak to get to the first fairway island in
the lava off the tee) to finish up the hole!


What is your reward for completing this Mode?  Why, you get access to the
weird and frightening Shadow Mario!

----------------------------------------------------------------------------
------------------------------------Secrets---------------------------------
----------------------------------------------------------------------------

8) This section will look at some odds and ends, including: how to get
  special characters, secret tournaments, and whatever else may fit into
  this category.


                           o--------------------o
                           | Special Characters |
                           o--------------------o

For some odd reason, ALL of the special characters are bad guys!  The
description will give the way to unlock them.

Boo-----------> Gain 50 Best Badges in Tournament Mode.

Bowser Jr.----> Complete Birdie Challenge (finish the whole 18 in one shot).

Petey Piranha-> Complete the three practice shot modes in Side Games on all
               three levels of difficulty.

Shadow Mario--> Complete Ring Mode.


                           o--------------------o
                           | Secret Tournaments |
                           o--------------------o

A nice distraction from the main play modes, hold the Z Button as you press
START on the title screen to access the following tournaments.  Thank you to
Codes at IGN for the info.

Hollywood Tour               : enter "BJGQBULZ" to access.

Target Tour                  : enter "CEUFPXJ1" to access.

Camp Hyrule Tour             : enter "OEKW5G7U" to access.

Super Mario Open             : enter "GGAA241H: to access.

Bowser's Badlands Tour       : enter "9L3L9KHR" to access.

Bowser Jr.'s Jumbo Tourney   : enter "2GPLG7PN" to access.

Peach's Castle Grounds Course: enter "ELBUT3PX" to access.



                            o------------------o
                            | Special Contests |
                            o------------------o

You should check this mode periodically, but remember to hold the Z Button
as you press START on the title screen to make the mode appear.


                          o----------------------o
                          | Change Your Fortunes |
                          o----------------------o

You do not like how the weather, the pin location, or how well your shots
have been going for a hole?  Well, if you choose to SAVE, the game will exit
back to the main menu where you can load your saved game and the hole will
have started over!  This is especially useful when you are in search of Best
Badges on those "oh so tough" holes!

----------------------------------------------------------------------------
---------------------------------Final Word---------------------------------
----------------------------------------------------------------------------

9) As is the usual, this walkthrough is copyright property of Brian P.
  Sulpher, 2003.  The only website, group, person, etc. to have access to
  post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
  www.honestgamers.com.  You must ask for permission before posting this,
  as doing so without consent is a violation of international copyright
  law.

  If you liked it, hated it, have anything to add, then please E-mail me at
  [email protected].  You can also contact me through MSN messenger
  through the same E-mail address.

  Truly a great follow up to Mario Golf on the Nintendo 64, any Gamecube
  owner would be insane not to have this gem in their collection!  Although
  not quite as good as the handheld versions of this franchise, they still
  boast an incredible amount of play modes for gamers, keeping them
  occupied long term as their is always something new to try and master!