__  ______   ___  ________
                   /  |/  / _ | / _ \/  _/ __ \
                  / /|_/ / __ |/ , _// // /_/ /
                 /_/  /_/_/ |_/_/|_/___/\____/
                                _________  __   ____
                               / ___/ __ \/ /  / __/
                              / (_ / /_/ / /__/ _/
                              \___/\____/____/_/
FAQ Version 3.0
By Aardvark ([email protected])
1/5/00

*******************
* VERSION HISTORY *
*******************

3.0
-1/5/00
-added more Course tips

2.5
-1/4/00
-more ring shot help
-added tips for Course 1

2.0
-1/2/00
-finally updated! Lots of new stuff, check it out!

1.2
-9-5-99
-changed my name to Aardvark

1.1
-8-22-99
-got more characters
-medium changes

1.0
-8-5-99
-first one

************
* CONTENTS *
************

1. Introduction
2. Characters
3. Shooting
4. Game Modes
5. Credits

*******************
* 1. INTRODUCTION *
*******************

       Mario Golf for Nintendo 64 has been around about half a year now,
and I am just updating my FAQ now. Why? School, mainly. Thank God for
Christmas break!

       Well, golf has been around a while, and one of the world's most
relaxing sports. Well, untill Mario came around. Then, it turned into a
full-blown battle!

       I hope my Mario Golf FAQ helps you out some deal. See ya on the
tee!

*****************
* 2. CHARACTERS *
*****************

1. Plum
Shot type: Straight
Drive: 208 Yards
Get: Have at start

2. Charlie
Shot type: Fade
Drive: 210 Yards
Get: Have at start

3. Peach
Shot type: Straight
Drive: 212 Yards
Get: Have at start

4. Baby Mario
Shot type: Draw
Drive: 215 Yards
Get: Have at start

5. Luigi
Shot type: Fade
Drive: 220 Yards
Get: Get character mode

6. Yoshi
Shot type: Straight
Drive: 230 Yards
Get: Get character mode

7. Sonny
Shot Type: Draw
Drive: 240 Yards
Get: Get character mode

8. Wario
Shot Type: Fade
Drive: 250 Yards
Get: Get character mode

9. Harry
Shot Type: Draw
Drive: 260 Yards
Get: Get character mode

10. Mario (yippie)
Shot Type: Draw
Drive: 270 Yards
Get: Get character mode

11. Maple
Shot Type: Straight
Drive: 245 Yards
Get: Get 50 birdie badges on Tournament mode

12. Donkey Kong
Shot Type: Fade
Drive: 275 Yards
Get: Beat 30 of 36 holes in Ringshot mode

13. Bowser
Shot Type: Draw
Drive: 280 Yards
Get: Get character mode

14. Metal Mario
Shot Type: Draw
Drive: 285 Yards
Get: Get all 108 birdie badges in Tournament mode

       To get the other 4 characters at the bottom, you need to go out
and buy Mario Golf for GameBoy Color, available now.

***************
* 3. SHOOTING *
***************

       Shooting in Mario Golf can be a little hard, but this section will
have you shooting like a pro!

CLUB SCELECTING

       First off, the right club is probably the most important choice
when making your shot. Woods (W) hit the ball the farthest, but not very
high, and can be hard to be accurate. Irons (I) tend to hit higher
shots. Irons help you clear trees and get out of ditches. Or, if the
wind is in your favor, hit with your 2I to get a high AND long shot!

       The higher the club number, the higher the ball will naturally go.

SPIN

       Second, you'll need to consider putting a spin on the ball. To do
so when shooting, hold Z and move the control stick around. The red dot
on the ball will let you know where youre hitting it.

       Normally when you swing, the ball will be hit in the center, so
that it launches in a somewhat straight path.

       A topspin (hitting the top) will result in a low-flying shot that
can cut through winds and roll farther than a normal shot.

       A left sidespin (hitting the left side) will result in a ball
flying to the right.

       A right sidespin (hitting the right side) will result in a ball
flying to the left.

       A backspin (hitting the bottom) will result in a high shot that
will get picked up by the wind, but can help sail over the trees.

DRAW AND FADE

       Some characters will put a natural spin on the ball when they hit
it. If a character is a fade hitter, the ball will tend to sail to the
left before curving to the right. But if a golfer hits a draw shot, the
ball will curve in the opposite direction.

WEATHER

       Finally, you'll want to look at the weather before you go a
swingin'.

       The wind can blow your ball off course, so adjust your aim before
hitting to account for this wind. If the wind is blowing towards you,
your ball will land in front of the grid. But if the wind is blowing
away from you, the ball will likely sail over the grid.

       When it rains, the damp grass will prevent your ball from rolling
as far as it would normally. Hit it with some extra power to give it
some extra push. When puttiong, aim past the hole on the wet grass.


********************
* 4. PLAYING MODES *
********************

       Now, I know this isn't all of the modes, but I don't really wanna
write all about a 2-player game. These are tips and whatever for some 1-
player games.

-----------------------------------------------------------------------
4A. TOURNAMENT MODE ----------------------------------------------------
-------------------

       This is just a regular golf tournament. You can get a gold,
silver, or bronze trophy. At the end of each tournament, you get course
points, which help you get to new courses. The point tallies are as
follows:

COURSE 1 - 0 points needed
COURSE 2 - 50 points needed
COURSE 3 - 300 points needed
COURSE 4 - 1000 points needed
COURSE 5 - 1800 points needed (I think)
COURSE 6 - 2600 points needed (Don't remember)

       Also, if you get a birdie or better on a hole, you get a birdie
badge. You can get only one for each hole. The game saves your badges.


TOAD HIGHLANDS

       The only tournament course that is open right off the bat (or is
it club?) is Toad Highlands. Eighteen holes of forgiving fairways and
large greens, the Toad Highlands are perfect for beginners.

       Hole 6, Par 3
       The fairway and green sit on a small island in the rough, so
compensate for wind interference to land your shot by the hole.

       Hole 11, Par 4
       On your first shot, aim for the fairway rather than attempt to
clear the hills, since the sandtraps at the base will ensnare you.

       Hole 14, Par 4
       If you hit your ball to the near-left corner of the pond, you'll
have a clear shot to the hole that provides plenty of green to land on.

       Hole 16, Par 5
       By aiming between the second and third trees on the hilltop,
you'll have an easier time shooting over the second hill to the green.

       Hole 17, Par 3
       Avoid overshooting in the hopes of clearing the first bunker at
the foot of the hill - another bunker lies beyond the sloping green.


KOOPA PARK

       Koopa Park is an intermediate course where the fairways are
narrower than Toad Highlands, as with the greens. Water also covers alot
of the course, so bring some extra balls!

       Hole 6, Par 5
       After your first shot, aim for the fairway rather than taking the
risk of launching your ball over the hill and through the trees.

       Hole 8, Par 4
       Aim well past the hole. With the extra power, your ball will have
the momentum to roll up to the cup rather than off the cliff.

       Hole 11, Par 4
       If you miss the narrow, zigzaging fairway and get tangled in the
rough behind the trees, bail yourself out with some backspin.

       Hole 14, Par 4
       It's easier to sink the uphill putt on hole 14 than the downhill
putt, so aim your shot in front of the hole instead of behind it.

       Hole 15, Par 4
       Aim for the fairway's right edge so your ball lands in front of
the pond. On your second shot, you'll have a clear path to the green.

       Hole 16, Par 4
       Reaching the green requires no special tricks, but putting to the
hole will. Use careful putts to conquer the uneven and wavy ground.

SHY GUY DESERT

       Unlike Koopa Park, the Shy Guy Desert is dry as a bone. What it
lacks in water hazards, it makes up for with sand traps. Bunkers are
almost everywhere, so chances are, if you shoot bad, you'll be using
your sand-wedge most!

       Hole 4, Par 4
       Consider the wind and the power of your character's swing when
taking your first shot to avoid driving your ball into the valley.

       Hole 7, Par 3
       When driving and hitting on the green, practice restraint, since
overpowered shots can land you in the green's backyard bunker.

       Hole 9, Par 4
       Precision is more crucial the closer you get to the green. On hole
9, bunkers incresingly tighten the fairway farther down the line.

       Hole 14, Par 5
       If you land in the large bunker, work on pitching your ball out of
the sand rather than hopelessly trying to drive your ball towards the
hole.

       Hole 17, Par 5
       If you have the power, try and drive the ball to the tiny island
to the left of the main course, where you'll have an opportunity at
scoring an albatross!

       Hole 18, Par 4
       Pay close attention to the wind, since you'll want to land on the
center of the fairway on every shot to avoid those sandtraps splattered
all over.

YOSHI'S ISLAND

       A series of many islands form this beautiful course. Big pieces of
fruit dot the hills, and steep cliffs are everywhere. I think you'll
like it!

       Hole 4, Par 5
       This tough hole is all uphill. You'll need some extra power on
each shot, so rather than wasting your precious power shots, place the
grid ahead of where you want to end up.

       Hole 6, Par 3
       This hole is a small island, raised up high. First, shoot high so
you can avoid the clifflike walls of the island. Second, bunkers
surround the green, so you must plan your first shot carefully. Just
hope there's no wind!

       Hole 7, Par 5
       Hole 7 keeps you shooting across a river several times. On your
third shot, swing with a nice powerfull backspin to clear the river.

       Hole 10, Par 4
       Hit your first shot high over the hill to your right, so you can
land on the fairway behind it, then arc over the second hill to make it
to the green.

       Hole 14, Par 4
       Hit your ball toward the bunker. If your ball lands too far to the
right, you'll have trouble hooking your shot around the mountain in your
way.

       Hole 16, Par 4
       Even if you land in the rough, it's better than landing in the
valley, so avoid shooting for a spot that's close to a mesa's edge.


-----------------------------------------------------------------------
4B. RING SHOT MODE -----------------------------------------------------
------------------

       In this mode, you try to shoot the ball through rings on the
course, as well as finishing under par. There's 6 courses in this mode,
with 6 holes on each. You only have the first at the start, but by
completeing the holes, you get more. For each one you can do, you get a
star. here's the chart:

COURSE 1 - 0 stars needed
COURSE 2 - 4 stars needed
COURSE 3 - 8 stars needed
COURSE 4 - 12 stars needed
COURSE 5 - 16 stars needed
COURSE 6 - 20 stars needed

COURSE ONE

       Creek Crossing - Par 4, 2 Rings
       Aim for the shore by the rings, then hit your ball over the river.
On the third shot, add backspin to help lob your ball through the rings
and onto the green.

       Every Which Way! - Par 4, 2 Rings
       Use an iron or backspin to pitch your ball through the first ring,
then wield your power swing to pitch the ball through the second ring.

COURSE TWO

       Power Past the Pond! - Par 4, 1 Ring
       Hit your first shot toward the bunker and the rough at the rim of
the lake, then swing with backspin to launch your ball into the hoop.

       Arches Here and There - Par 5, 3 Rings
       Clear the second ring so your ball stops rolling near the edge of
the pond, it will then be in line with the third ring.

COURSE THREE

       Pyramid Ring - Par 4, 1 Ring
       Apply power and backspin, then select the iron that has a
trajectory line that can touch the ring while your targeting grid stays
in bounds.

       Center of the Bulls-Eye - Par 4, 2 Rings
       Since getting out of a sandtrap is manageable, place your
targeting grid on the bunker so you can sink both of the rings.

       Shoot for the Stones - Par 4, 1 Ring
       If you blanket the mountainside with your grid so that it appears
right behind the lone ring, your shot will go through it and bounce back
on course.

       Sand Dune Summit - Par 5, 2 Rings
       After you clear the ring, you'll probably land in the sand with a
mountain blocking your view of the hole. Right sidespin to shoot around
the bend.

COURSE FOUR

       Scraping the Cliff - Par 4, 2 Rings
       Use backspin to lift your ball up and through the cliffside rings.
If your ball happens to hit the cliff after clearing the rings, it
should bounce over the rough.

       Drop into the Valley! - Par 4, 1 Ring
       Choose an iron, place the targeting grid directly below the rings,
then hit the ball high to let it drop through the rings.

       Arches in the Hills - Par 4, 3 Rings
       Don't worry if your ball rolls through a ring but stops short of
the others. Clear them on your way to the green with a nice power shot
to reach the fairway.

       Zig and Zag - Par 5, 3 Rings
       The final ring is the trickiest, since you'll need both distance
and height to clear it. To achieve both, use power and add some backspin
to reach the other shore.


OTHER TIPS TO COME!

-----------------------------------------------------------------------
4C. GET CHARACTER MODE -------------------------------------------------
----------------------

       In this mode, you get more guys. To get them, you must beat them
in a game of golf, on any open tournament course. An easy way to beat
most of the guys is to beat 30 Ring Shot holes to get Donkey Kong.

-----------------------------------------------------------------------
4D. MINI GOLF ----------------------------------------------------------
-------------

       There are 2 mini golf courses, each with 18 holes. In this mode,
you only have a putter. The courses are made of letters and numbers.
There is water on some of them, too, so be careful.

       Here's a tip for the first hole of Luigi's Garden - Just hit the
ball with about 65 feet of power, straight forward, for a hole-in-one!

       In Minigolf, you play on ramps that form letters and numbers. More
like billards than golf, the putter courses require you to use bank
shots to ricochet your shot into the cup. And if all-else fails, use a
power putt to bounce a 200-foot shot through the green in the hopes that
your wildly bouncing ball will run out of steam near the hole.

-----------------------------------------------------------------------
4E. SPEED GOLF ---------------------------------------------------------
--------------

       Yippie! Speed golf is a timed tournament-type round of golf, on
any open tournament course. You are the only player. The music is nice,
fast paced music, to keep you going. It suits the mode nicely.

**************
* 5. CREDITS *
**************

I would like to thank the following:

-Nintendo, for the game
-GameFAQs, for lots of stuff
-Nintendo Power, for some info.
-Me, for updating this
-You, for reading this

       I, Aardvark, am not associated with GameFaqs or Nintendo in any
way. You may NOT take any part of my FAQ and put it somewhere else. This
is my work, and if you're too lazy to type up your own, too bad. If you
E-Mail me, I will probably give you permission to put it on your site.

This FAQ Copywright 1999-2000 Aardvark (Dan Weingardt).

Bye!!!