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

	(C) John Oh, 2002
	E-mail: Numbat24@hotmail.com
	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