Super Monkey Ball: Monkey Golf 'Hole-in-One FAQ' v 1.0072

       (C) John Oh, 2002
       E-mail: [email protected]
       Written by John Oh

       This FAQ may not be reproduced or distributed for commercial
purposes, and remains the property of the author John Oh.

I would like to thank Brian B. Sulphur, for his his very helpful FAQ,
which can can be also found at www.gamefaqs.com.

Contents
       (a) Introduction
               (i) Monkey Golf
               (ii) Back to Basics

       (b) The Holes
               (i) Hole in One Strategies and Course Descriptions
               (ii) Birdies, Pars, Etc.
               (iii) The Loose End
       (c) Disclaimer
       (d) Updates

       (a) Introduction:
       Super Monkey Ball, is an original (and very unique), puzzle-type
game developed by Sega and Avi. The basic objective is to guide a monkey
encapsuled in a ball through a course to a goal by tilting the course
(suspended in mid-air), thereby moving the monkey. Included in the game
are three 'mini-games' - Monkey Billiards, Monkey Bowling, and Monkey
Golf. In this FAQ I will give detail specific strategies which will (in
most courses), if done right, almost guarantee a hole in one.

I understand there is already an FAQ on Monkey Golf at gamefaqs.com, a
very informative work by Brian B. Sulphur, although it lacks detailed
hole-in-one strategies for each individual hole. Rather than 'pad up'
his FAQ, I decided to write my own FAQ on the subject. So then, let's
get to it.

       (ii) Back to Basics:
       Monkey Golf is basically a game of mini-golf on a complete 18-hole
mini-golf course. Each course is realistically rendered, with sharp and
clean graphics. As in usual mini-golf, the object of the game is to get
as low a score as possible. I won't detail you on the modes,
controls.etc, as you should have already learnt about these by reading
your manual. In this chapter, I will just detail some of the finer
points relating to the use of the power metre or 'bar', hitting
strength, etc.


       The Arrow Pointer:
       When you start each new course, you will see an arrow pointer
which directs the ball's path and is used to aim your shot. While it is
easy to aim straight for the whole, your shot will too often be offset
by the natural curve of the ball up inclines and down slopes. In
general, however, it is pretty obvious what the function of the Arrow
Pointer is. No need to tell you about the birds and the bees.


       Power Metre:
       At the bottom of the screen, you will see a metre or bar called a
'Power Bar' or 'Power Metre.' Once you have chosen your trajectory, you
can choose the hitting distance and hitting strength. There are 4
different 'strength values': 10 yard, 20 yard, 40 yard and 80 yard. Each
is used for appropriate distances. A 10 yard hitting strength, for
example, will send your ball 10 yards at full strength, while a 20 yard
strength will send it 20 yards at full power.etc.

The power metre is divided into 'segments' and 'quaters'. To succeed in
Monkey Golf an understanding of this and mastery of timing is essential.
Once you have selected the position of your shot, you will see the bar
go up and down. To stop it press the 'A' button. The further the power
metre is filled the more power you put into your shot.

Measuring Grid: Generally useless for actual measurement needs, measures
the distance to the hole.etc. Only if you have really bad estimation
skills. It is, however, useful for plotting trajectory in MOST holes,
and will certainly give you the upper hand. I will tell you more about
it as it applies to certain holes.

In the following detailed Hole in One guides, I will give you tips on
how to best use the power metre.

       Now that you've survived basic training, onto the meat and veg of
the matter.

       (i) Hole in One Strategies and Course Descriptions

When you first tried your hand at Monkey Golf, you might have been
struck at how difficult the game is, in fact you still might have
trouble with it. Once you get a little practice in, however, you really
start to see it down to the bones and realise how easy it really is.
Within a week your scores will have dropped from the 80s and 90s to the
low 30s and below. Its more a matter of Strategy and Timing than
anything else, although you'll have to allow for a healthy dose of luck.

It is (it has to be) possible to get every hole-in-one in the game. I,
personally, have had the honour of getting every hole in the game. Mind
you , hole 9 and hole 18 are geniunely tough nuts to crack by anyone's
standards, but I'm not going to spend all day figuring out a guaranteed
strategy for getting each hole. Before I begin, however I should give
you two pieces of essential info.

The Hole Position Changes:
Don't expect to use on hard and fast formula and get a Hole-in-One (HIO)
a new abbreviation), every time. It takes minute adjustments and at
least a basic understands of physics to succeed. One thing which (if
you've been playing long enough) becomes fairly obvious is that the
position of the hole changes every time on every hole. Don't be suprised
if you find it impossible to land the ball in the hole in a particular
course, where you'd previous easily landed the Punter's duck.

Physics:
Try this experiment at home to see what I'm talking about. Roll a ball
down a wooden ramp and watch its trajectory. No matter how straight you
roll it, there is always a tendancy for it to roll slightly to the left
or right. Since trajectory (even in a video game) is never perfect,
always make slight adjustments to compensate for 'slanting tendancy.'
For example, if you putt a short ball on the 18th from a position to the
left, it will likely go to the right. To compensate for this, hit
slightly to the left. Downhill slopes are the opposite, left goes right.
Slopes, inclines, etc are all the same, which I will describe in more
detail.


               (b)THE HOLES:

Finally, we get down to business. Following is an exact (in most cases)
'formula' if you like for getting a WIO and avoiding putting it to the
hole. Impress your friends and become Monkey Ball Champion.

HOLE 1:
       Hole Description: An 'L' shaped course, with a triangular stopper
at the corner of the turn.
       Difficulty: Very Easy
       This is easily the easiest hole in the game: it is hole 1 after
all. When you begin the hole, you should see a wooden 'triangle bumper'
intersecting the corner of the 'L'. Note where the triangle meets the
far wall (bottom of the 'L'). Now aim your arrow just a tad or two to
the left (use the measuring grid if you must) and use the 80-yard
hitting strength. Let loose with full power, send the ball down the
green, and it will deflect off the 'stopper' (or 'bumper (any know their
correct name by the way?') to the far wall and into the hole. It didn't
really that long to spell ABC, but at least you'll get this hole every
time.
Note: Every time you attempt this hole, it will change, usually moving
from left to right (sometimes down). If the hole is more towards the
right side, aim nearer to the 'corner', vice-versa if it is to the left
aim further away from the corner and go easier on the grunt (1-2 notches
down).

HOLE 2:
       Hole Description: Consists of two ramps leading to an elevated
platform, two lower sections at the base of each ramp.
       Difficulty: Fairly Easy
       Many people seem to have difficulty with this hole, but I usually
always manage a HIO for this hole. The golden-rule here is to have
accurate timing: something I can't stress enough. First use the 'Grid'
to accurate project a line of trajectory to the hole. Remember my rule
on slope physics and adjust accordingly. Once lined up, you can begin
with the power metre. Use 80-yard hitting strength and putt the ball at
EXACTLY 1.5 to 2 notches below 3/4 strength. You might get lucky if your
above, you if you're below you know your cold. If you don't get the HIO,
simply easy putt the ball into the hole. Another easy birdie is to hit
at about midway between 1/2 and 3/4 hitting strength and double putt.

HOLE 3:
       Hole Description: Somewhat like real golf hole. Long, elongate and
shapeless, with barriers and sand bunkers.
       Difficulty: Easy-Medium
       A bit harder than the first two to WIO, hole 3 somewhat resembles
an actual golf hole. The trick to this is, again, to use the grid. If
the hole is situated to the left of the 'green patch', then simply line
up the grid line with the very edge of the hole. To be safter however,
you can leave a 2-3 cm (on screen equiv.) margin. Use the 80-yard
hitting strength, and hit slightly above 3/4 hitting strength. The hole
should just whisk past the barrier to the left, and into the hole. If
the whole is to the left, however, DO NOT CHANGE YOUR AIM. Doing so will
mean you will deflect off the barrier and go straight to an O.B.
Alternatively, line up your shot so it just goes to the right of the
barrier and you'll be high and dry. This isn't really a guaranteed
sinker hole, as you can quite easily 'bounce off' the hole.

HOLE 4:
       Hole Description:
       I like to think of this whole has a weird looking flower with
bright pink petals. It has an elevated, circular 'tableaux' at one end
of it, on a pink platform with serrated edges.
       Difficulty: Medium
       The position of the hole here varies greatly from hole to hole,
more so than any other hole. The trick is to know how to vary your shot
strength, aim.etc. I won't go through each alternative 'hole-in-one' but
guide you on scenario 1. The hole lies near the edge on the near side to
you. You should be slightly to the right of the hole. Instead of lining
up the shot directly to the hole, move it slightly to the right
('compensation'). Now hit using 80 yard hitting strength halfway between
1/2 and 3/4 strength, give or take. The ball will roll up and curve into
the hole. If you don't adjust for it, it will fly way to the left and
might even roll back down. If the hole lies to the centre, use the same
technique although increase to 2 or so notches above 3/4 hitting
strength.


HOLE 5:
       Hole Description:
       A series of ramps which curve around to form a square.
       Difficulty: Medium
       An often frustrating hole, this hole puts precision over timing.
Even with a well-aimed shot, you can't really guarantee a hole in 1. If
I attempted this hole 5 times, I would be lucky if I sunk it twice. Your
best bet is the line up your arrow where the first slope begins its
downhill descent. Now using 40 yds, aim at a notch above 3/4 power hitting
strength. The ball should bounce off the wall, cascade down the slope
and just make it down the slope. This is where the problem begins. Half
the time the ball is likely to bounce just to the edge of the hole or
even into it and out again. Just a matter of luck I suppose, although
there might be a more accurate formula. If you miss it however, its an
easy birdie.

HOLE 6:
       Hole Description:
       A giant banana with the hole in its stalk.
       Difficulty: Easy (hole in one, hard)
       I have only ever got this hole in one about twice, both of which
were fluke shots when I first bought the game. The key is very exact
positioning. When viewing the course, you should see a slight ridge or
elevated (hill if you like) to the centre of the bananana. The way is to
benefit from as much downhill momentum, and as little uphill inertia as
possible. When you begin at tee-off, aim the ball just to the right of
where the ridge peaks. Hit at 80 yards on full strength. The ball will
deflect off the walls, and with a bit of luck, just go into the hole.
Nevertheless, its an easy birdie.

HOLE 7:
       Hole Description: An oddly shaped concontion vaguely resembling a
brown 'cloud'. This course features many pine cone structures strewn
about the course.
       Difficulty: Fairly Easy (hole in one, hard)
       A tough WIO, it requires impeccably accurate physics. Aim between
the two cones closest to you, so it just nicks the very edge of the
'hill' closest to you. Whack the ball at 80 HS the full way up and it
should richochet up the hill directly behind the hole, and roll towards
the hole. I should stress it is very difficult to get this hole under
any circumstance, and you are unlikely to get it on a first shot.


HOLE 8:
       Hole Description: A rough cross between a 'V' and a 'U' shape,
this course slopes through a sharp turn.
       Difficulty: Medium-Hard (hole in one, hard)
A fairly hard hole, it becomes easier with a lot of practice. Most
people would consider this the hardest of the front 9, and it certainly
deserves this. Having experimented hundreds of times (well, dozens
maybe) I figured that getting the ball to 'ride' the very inner edge
like trucks on a halfpipe lip is your best chance at this elusive WIO.
Aim for the inner edge of the green (where it starts to drop off
steeply) and hit at 80 yards with 3/4 hitting strength. The ball will
ride fast on the inside, go up the slope and hopefully roll down and
into the hole. If you want a birdie or par, however, softly putting it
into the slope will usually get you there. Not at easy hole for an
expert.

HOLE 9:
       Hole Description: A strange-looking platform that looks like a
triangle with its edges chopped off, this hole is dotted with square-
shaped potholes which, if you fall into, will lead to your demise.
       Difficulty: Medium (hole in one, hard)
       This hole is difficulty because of those annoying holes that
always seem to bounce you off target. The trick here is trying to 'ride
over' the holes, and hitting moderately hard. There is no formula for
this hole as yet. Just line up your shot with the hole, and hit at 60
yard at 3/4 power. If your lucky, the balls' reaction to hitting the
edge of the square hole (provided it doesn't fall right through) will
work to your advantage and even land you the hole. If you have the good
fortune of the hole being positioned at an easy hit, than this is an
easy HIO to get.

HOLE 10:
       Hole Description: A large ring with a hole in the middle.
       Difficulty: Easy (hole in one, very hard).
       Don't be fooled by this hole, it is harder than it looks. The
first of the back 9 is a mean beast in terms of hitting it off with a
HIO, so listen carefully. You should aim at the very inside edge of the
ring, just so that the very arrow is on the edge. Switch up to 80-yards
hitting strength, and hit it with a notch below 80 yards. It will bounce
off the wall and and should barely get into the hole, thats if your
lucky. Hitting with less power usually means it will not recoil as deep,
and a full strength shot will almost certainly pass the hole (it always
seems to bounce out of it). A One-in-a-million hole.


HOLE 11:
       Hole Description: A jigsaw-shaped floating platform, with many
ica-style walls arranged in a pattern. Use the walls to your advantage.
       Difficulty: Medium
       A fairly easy HIO if you do it right. When you tee-off, look for
the first vertical facing wall to your left. There is another wall
behind it. Aim at the very furthest edge of the first wall, and full
swing it at 80 yards and full hitting power. It will bounce off the
wall, richochet off the back wall and into the hole. Sometimes, however,
it might miss just to the right, or bounce out.

HOLE 12:
       Hole Description: A long, curving platform which slopes downwards.
You begin on another semi-circular platform, with the hole a similar
platform at the other end.
       Difficulty: Fairly Hard
       Although the course is quite hard, getting a HIO isn't really that
difficult. Its all about Aim. Pretend the semi-circle constitutes 360
degrees, and imagine an identical circle facing it. Now point your arrow
to where the semi-circle meets the larger, brown platform (facing the
hole, of course) and move about a third the way to 90 degrees, or 30
degrees. Roughly estimate. Swing (or putt) at 80 yards, and at a point
exactly (or close to it) between 3/4 and full hitting strength. The ball
should roll into, or at least very close to the hole. Nevertheless, it
is still a temperamental hole and even with plenty of practice:
sometimes its easy, other times as elusive as a blue moon. It tends to
be a 'do-or-die' sort of hole: if you don't land the monkeyball in the
hole on the first shot, chances are it'll roll down into the great
oblivion below.

HOLE 13:
       Hole Description: A large, circular 'bowl' somewhat resembling a
stadium, with an elevated area to the far end with sloping sides.
       Difficulty: Medium
       There are two ways you can approach this whole. You can play it
safe and aim for the flanks of the main area, or shoot it straight
across the gap for the whole. For method no. 1, you can even use what
appears to be floating bonsai palm trees suspended in mid-air as a
guide. Move your arrow to the 'bonsai' tree, and hit at 3/4 power at 80
yards HP. The ball will roll down the incline, and may possibly roll in.
If you use the other method, aim about a quater of the way across the
bowl and hit at 80 yards HP at between 3/4 and full power. The ball will
begin to roll to your left, and might just clip the hole.

HOLE 14:
       Hole Description: Consists of two circles. The higher one has
several round holes in it.
       Difficulty: Easy
       Very easy for such an advanced hole. Be careful, however, as the
position of the holes changes a lot, and will require vastly differing
hitting power for each respectively. The easiest one, which lies not far
from the centre of the circle, is the one I will be describing. The hole
lies directly behind the first large round hole. Now just a tiny bit
left of the visible flagpole, and shoot at a notch below 1/2 hitting
strength @ 80 yards HP. The ball should drop right into the hole.

HOLE 15:
       Hole Description: Two curving 'half-pipes'. You need to get enough
air to go onto the next platform.
       Difficulty: Fairly Hard
       There are a number of different ways to do this, although I won't
describe them all. You can't really expect a HIO on this shot, a birdie
is usually more realistic. Aim 45 degrees up the slope. Using 80ydHP hit
at halfway between 3/4 and full power. The ball should bounce around a
bit on the slope, and then roll clumsily into the hole (it may bounce
out). You could, adjust to this and aim almost directly straight up the
slope, and give it for all it is worth using 80-yard Hitting power and a
full metre.

HOLE 16:
       Hole Description: A round 'basin' like hole sloping down and
inwards with a projecting square column rising at the centre.
       Difficulty: Easy
       This is my favourite hole, and a very easy HIO. Many people find
this hard because they ignore proper physics principles (who would of
thought?). Merely by glancing the structure of the 'bowl' and the slope,
you can see that the gradient or incline does not slope directly down,
but at an angle. Thus if you try 'angling' it so it will go to the left,
it'll just roll straight back down and you can kiss goodbye to any hope
of landing this hole. Observe the tall 'column' and the edge of the
platform. Now aim just a little bit left of the direct centre. Smash the
ball with 80 yard force, and full hitting strength, and it will roll up,
then down, then drop in. Voila!

HOLE 17:
       Hole Description: Made up of three platforms. A large pyramid lies
in the centre. Use the slope of the pyramid to guide the ball to the
hole.
       Difficulty: Hard
       I've always had trouble HIOing this hole. The second-last hole in
the game, it requires no more than a stock-standard formula to achieve.
Aim exactly halfway between the very top of the pyramid, and its base.
(or towards the vine in the background). Using 80HP, hit from between 1
notch below to a notch above 3/4 hitting power. Still a tough hole,
about a 50% chance it will go in using this formula. If not, at least it
won't roll off the edge.

HOLE 18:
       Hole Description: A raised octagonal platform lies above a hollow
centre of the larger octogon.
       Difficulty: Very Hard
       Without doubt the hardest hole in the game, it isn't the 18th hole
for nothing. The trouble with this hole is, while you can correctly
gauge aim, your hitting power almost always tends to be soft, or too
hard. If the hole lies somewhat in the centre of the platform, than the
following method may work. If to the left of the hole, aim slightly more
to the left, if to the right, more to the right. Hit at exactly 2
notches above 3/4 power, and the ball MIGHT land in the hole. A very
tough hole.

       (ii) Birdies Pars Etc.

Obviously, you can't ALWAYS get a hole in one, and only very few people
would have totalled a score of 18 (HIO in every hole). As in real mini-
golf, practice makes perfect, although most of us can't really be
perfect (At MG that is). Here are just a guide to getting birdies and
pars for some of the tougher holes.

Just for those of you who are not 'golf literate':

Birdie: Get the hole in two putts.
Par: Get the hole in three putts. Each hole has a par of 3. A score of 1
or 2 is considered to be 'below par.'
Bogie: Get the hole in three shots.
Beyond that, there's Cup in X, X being the no. of hits required.

Hole 5:
Many often fail to get birdie or even par on this hole. Here are some
tips on getting a birdie.
Use the same formula as that described in the Holes/Course Description
of this FAQ. Although instead of hitting between 3/4 and 4/4 HS, hit
closer to 3/4, or right on 3/4 if necessary. This will ensure the ball
rolls down the first and second ramp, but doesn't quite reach the final
ramp. After this there's a putt to the hole. Remembered how I mentioned
the 'physics' of of a ball rolling down of a slope. Use 20hp and hit to
the near side of the direction you are hitting towards. Eg. if you aim
to the right, hit more to the left.

Hole 8:
Hit the ball up towards the outer edge of the 'U' shape using 80 hp at
half power. Then aim at 80 hitting strength halfway up the power metre,
aiming slightly to the left as the terrain slopes down. A fairly easy
birdie if you know how.

Hole 13:
Repeat the procedure for HIO, and then tap the ball into the hole.

Hole 15:
Repeat as for shooting for a HIO. Then aim for the hole.

(iii) The Loose Ends:
Nothing to date.

(c) Disclaimer
       >>>>>>>> to be

(d) Update
Nothing to date

(C) 2002 John Oh