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    FAQ/Walkthrough by VinnyVideo

    Version: 1.2 | Updated: 11/29/09 | Search Guide | Bookmark Guide

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    Table of Contents
    [INTRO] Introduction
    [MODES] Modes of Play
    [CONTR] Controls/General Tips and Strategies
    [CHARC] Character Guide
    [COURS] Course Guides
    [RINGS] Ring Shot Strategies
    [CAMEO] Tournament Cameos
    [RECRD] Vinny's Records
    [VERSN] Version History
    [COPYR] Copyright
    [CONTC] Contact Information
    Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the
    name of the section you're looking for - like [RINGS] for the Ring Shot mode
    Introduction                                                         [INTRO]
    Vinny's back! It's been a little while since I finished my last guide; days of
    tropical storms with 12+ inches of rain often slow down the walkthrough-writing
    process. If you've been following my guide-writing career, you know that most
    VinnyVideo guides are for games - often obscure - that don't have any guides
    written for them. There are several Mario Golf guides already. However, I'm a
    real Mario Golf expert, and it's always been one of my favorite games.
    Mario Golf suffers a little bit from the ultra-cutesiness that plagued Nintendo
    games around this time (that means you, Tiny Kong!), but it's actually
    enjoyable for everyone and is even fairly realistic. The graphics are pretty
    good for a 1999 N64 game, although they can be blocky at times, and slowdown is
    occasionally a problem (even on a real Nintendo 64). The music is excellent.
    It's not CD-quality, of course, but the tunes seem just right for each setting.
    The Boo Valley tournament music is especially great. The sound effects, many of
    which were used in Super Mario 64, are highly compressed but work pretty well.
    Some may find the announcer excessively perky. Mario Golf has good play
    control. The ease of play makes up for any lack of realism in the swing
    control. It's a little like it was in the old NES Open Tournament Golf, but
    much less cumbersome. It doesn't take long to get playing, but the later
    tournaments and Ring Shot holes are very challenging - though not outrageously
    so. Replay value is pretty good, too, since you can always compete against a
    friend or try to beat your previous scores. It would've been nice to be able to
    change tee positions and pin placements, like in the Tiger Woods PGA Tour
    games. Some familiar (and obscure) names appear on the tournament leaderboards
    - something I discuss later in the guide. The only really bad thing is Baby
    Mario. This is the first game that has him appearing at the same time as big
    Mario. While it was kind of funny (in a paradoxical way) the first time, it got
    old quickly. I don't know why they waited until Mario Tennis to bring back
    Birdo. For that matter, I would've rather seen Toad, Koopa, Daisy, Bowser Jr.,
    the Koopalings, or even Link instead of Baby Mario. Anyway, that's enough
    reviewing. On to the walkthrough!
    Modes of Play                                                        [MODES]
    This section includes a listing of every game mode you can play, in addition to
    tips that apply exclusively to that game.
    ---1-Player Games---
    These games involve just one human player.
    Tournament lets you play a tournament at any course you've unlocked. This is
    similar to Stroke play, except you're competing against 29 computer players,
    whose scores are recorded on the leaderboard. These characters tend to start
    well but falter down the stretch, especially in the earlier tournaments. You
    might recognize their names from Mario, Zelda, and Star Fox games (more on that
    later). If you finish the tournament in the top three, you'll earn a massive
    number of Course Points and a trophy. Also, you'll win a Birdie Badge the first
    time you score a birdie or higher at a hole in a tournament. Something good
    will happen if you collect a lot of them. Any character can easily win the Toad
    Tournament. It helps to use Yoshi (or preferably someone stronger) for
    tournaments 2 and 3. By the fourth event, you'll want someone like Sonny who
    can hit the ball 250 yards. Maple is a good choice for the Boo Clasic. Use
    Metal Mario for the sixth tournament if possible.
    Get Character puts you in match play against a computer player. If you beat a
    character who's silhouetted on the player selection screen, you'll be able to
    use him for one-player play. The computer, especially Wario, will play near
    perfection for the first few holes, but later in the round it will begin to
    make mistakes. This mode is another good way to earn Course Points.
    If you like to a challenge, Ring Shot mode is for you. Each course has six
    Ring Shot holes you can attempt, all based on regular holes but with the
    addition of rings. In order to complete the challenge and earn a Star, you must
    hit through every ring AND shoot par or better. Not surprisingly, this mode is
    tough. Detailed strategies for each hole are discussed in the Ring Shot
    Strategies section of this guide. After a completed Ring Shot challenge, you'll
    have the option of saving a replay of the hole in one of five slots. You don't
    earn Course Points for completing Ring Shot holes, but you can unlock a new
    character if you complete enough of them - besides the bragging rights.
    In Speed Golf, the goal is to complete a round of golf as quickly as possible.
    This is fun and innovative, although playing this mode too much can cause
    inexperienced players to develop bad habits. Don't play too quickly; getting
    the ball out of bunkers takes a lot longer than spending five seconds to make
    sure your shot is lined up properly. Notice how the music is a remix of the
    Luigi Raceway theme from Mario Kart 64. If only they could make the guys on the
    PGA Tour play this way sometimes...
    Stroke is a standard 18-hole round of golf. You can play at any course you've
    unlocked, but you won't earn a lot of Course Points when you finish, regardless
    of your score.
    Mini-Golf lets you play a Stroke game at one of the game's two miniature golf
    courses. This is radically different from standard golf. You'll be rebounding
    the ball off walls in creative ways to reach the hole. Taking Geometry (and
    staying awake during class) might help. Using the "Course View" feature on the
    pause menu helps tremendously. I don't include a walkthrough for the Mini-Golf
    courses because doing so would require the use of a protractor and stuff like
    that. Do you really want me to tell you to aim your putt at a 76.2 degree angle
    at medium speed and 62% power? Also, after selecting Mini-Golf on the mode
    selection screen, you can press Up or Down to choose between Fast, Slow, or
    Medium greens.
    Training is a practice mode where you can practice at any hole at any available
    course in the game, including the mini-golf courses and the driving range.
    Press START to adjust various factors, including lie, weather, and wind speed
    and direction.
    ---2-Player Games---
    Note that all players unlocked in Get Character mode (except Bowser) are always
    available for two-player game. Also keep in mind that since golf alternates,
    you can play multi-player games even with just one controller. There are a few
    features available exclusively in multi-player games. After you select your
    mode, the Course Select screen appears. Press C-Up to set bets (or C-Left,
    Right, or Down to choose the number of holes you want to play), which help make
    the game fun and competitive for players of differing skill levels. Too bad you
    don't earn any real money for the bets!
    Stroke is the same as single-player modes, except there are multiple players
    Match is standard match play. It's the multi-player form of Get Character mode. 
    Skins Match is like the Skins Game that's played on Thanksgiving Day. The
    player with the best score on each hole wins a "skin." If the hole ends in a
    tie, the skin carries over to the next hole, where two skins will be at stake.
    This continues and accrues until a hole is won. At the end, the winner is the
    player who has the most skins.
    Club shots is probably my favorite multi-player game. This is just like a
    standard stroke game, except a slot machine appears at the beginning of each
    hole. For the next hole, you can only use the clubs that appear on the slots!
    You definitely don't want a star to appear, since that means you won't have
    anything for that selection, although three stars will allow you to use ALL
    clubs (two stars will never appear). The first column has woods, the second
    is for long irons, and the third determines short irons and wedges. You'll
    always have a putter.
    Mini-Golf is just like it is in one-player games.
    ---3- and 4-Player Games---
    The same as two-player games, except there's no match play option.
    A lot of games can take a while to play, so you have the option of saving it
    and resuming play at a later time. You can also use this as a way to restart
    holes that aren't going well (the Mulligan Glitch is discussed later in the
    guide). I feel obliged to remind you that when you resume a saved game, the
    game save is deleted until you save and quit again; if you lose electricity,
    turn off the game, etc., you'll have to start that game over. Also, you can't
    save a game when the Transfer Pak is connected, although existing saved games
    aren't deleted when the Transfer Pak is in use.
    This appears in place of "Continue" if a Transfer Pak is attached. You can copy
    a player from a GBC Mario Golf game to use in the N64 game or send your N64
    stats to the GBC game. Additionally, if any of your GBC players earn experience
    points, you can upload those to your GBC player.
    Options and miscellaneous stuff.
    Status shows statistics for each mode.
    How to Play provides tips on the basics of the game, most of which are
    discussed in this guide.
    Code Entry lets you access three special tournaments if you enter a special
    code. To make "Code Entry" appear under the Clubhouse menu, hold L and R (or Z
    and R) and select "Clubhouse." Then enter one of the following codes:
    0EQ561G2    Camp Hyrule Cup     DK           Koopa Park
    5VW689O6    Camp Hyrule Cup 2   Plum         Toad Highlands
    KPXWN9N3    NP Mario Cup        Your choice  Koopa Park
    The first code has a zero; the second doesn't. Camp Hyrule is the international
    name for Hyrule Castle Town from Zelda 64, and NP stands for Nintendo Power. It
    should be noted that the courses indicated right after you enter the passwords
    are wrong. All of these tournaments are standard stroke games (no leaderboard,
    etc.), but at the end you'll receive a password depending on how you performed.
    This password was used for old Nintendo contests. You can't save your game
    during any of these (I suppose to prevent the use of the Mulligan Glitch).
    Options lets you turn the sound off, erase game data, and do boring stuff like
    that. Rarely used.
    Controls/General Tips and Strategies                                 [CONTR]
    First of all, I'm assuming you know a little about the rules and basics of
    golf. When you're just learning to play, select a straight hitter like Peach.
    Try using Training mode at the Driving Range or the first hole at Toad
    ---What's on the Screen---
    On the upper-left corner:
    * The current hole, indicated by the flag
    * The par for the hole, and the estimated yardage for it
    * The number of yards left to the pin
    * The difference between the elevation of the ball's spot and the pin
    On the upper-right corner:
    * The Boo, who indicates wind direction and wind speed
    * Your character and the current number of strokes taken on that hole
    On the bottom-left corner:
    * The shot type (Normal, Power, or Approach, or for putts, Short, Middle, or
    * The current club selection
    * The estimated number of yards your club will hit the ball under optimal
    On the bottom-right corner:
    * The ball's impact point (change by holding L/Z and the Control Pad)
    * The current lie
    * A number; the estimated percentage of the club's distance you'll achieve
    Control Pad/Stick Up/Down: Select club
    Control Pad/Stick Left/Right: Aim shot
    A: Start swing
    B: Choose between normal, power, and approach shots (not all are always
    available) or between short, middle, and long putt speeds; view a replay of
    your last shot
    C buttons: Change camera angle
    R: Zoom out to the wireframe (projected landing spot)/end zoom
    Z+R: View overhead view of the course (same as Course View option)
    Control Stick (while swing is in progress): Hold to change ball spin
    L/Z + Control Pad: Hold to change ball spin
    START: View pause menu, or if shot is in progress, hold to hide indicators
    and meters
    ---Pause Menu---
    From the pause screen, you can check the Course View (an overhead view of the
    hole; use the C buttons to navigate), Scorecard (use the Control Stick to
    scroll through different tabs), Grid Color (not very useful), Controls (a
    reminder), Give Up (which ends your hole with a score of three times par - not
    recommended outside of match play), or Save and Quit. A few more options are
    available in training mode that let you modify various conditions.
    ---Taking a Shot---
    When you're ready to take a shot, first select your club. Scroll through using
    Up and Down on the Control Pad or Control Stick, and take note of the distance
    marked by each club, which indicates approximately how far each club will hit
    the ball if you make a Nice Shot. Remember that many factors affect the
    distance your ball travels, particularly wind, lie, and changes in elevation.
    On most Par 4's and 5's, you'll select the 1-Wood (the driver) for your tee
    shot. Press B if you want to make a Power Shot. These will go farther than
    regular shots, but they can be harder to control, and you're only allotted six
    per round in most modes. Your power shot limit will not drop if you make a
    "Nice Shot," however. Press B again to change back to a normal shot. In a few
    places, you can press B to switch between a normal shot and an approach shot,
    but that'll be discussed later on.
    Next use left or right on the to move the aiming sight and line up your shot.
    Try to hit the ball into the bright green striped grass (the fairway), where
    the ball will be easier to hit from than the rough (the darker grass). Also
    keep the ball away from bunkers, water hazards, trees, and any out-of-bounds
    areas (indicated when "OB" appears over the target area).
    Now you're ready to take a shot. Press A to begin your swing. When the marker
    reaches the left edge, press A. Then press A again when the mark reaches the
    white bar. You'll now make your swing, and if you did it just right, "Nice
    Shot" will appear on the screen. I talk about some special shots in the
    Sections to come. Also, if you begin a swing when you're not ready, just don't
    press any buttons. You'll hear a funny sound and your swing will end without
    penalty. However, if you press A a second time, you can't cancel your swing,
    and if you don't press A for a third time when the marker approaches the
    bracketed area, you'll whiff or duff the ball. Harder-hitting players have
    smaller contact areas on the right hitting marker, giving them less margin for
    ---Approach Shots---
    When you're too far from the green to putt but too close for a regular shot,
    make an approach shot! Suppose you're 30 yards from the pin. Press B to change
    from Normal hitting mode to Approach mode and choose a club - say, a 9-iron.
    This would normally hit the ball 60 yards - which is twice as far as we want.
    After you press A to start the power meter, press A again about halfway up the
    bar, and then press A again when it reaches the white mark. Your shot will go
    about half as far as normal and should land near the hole.
    Fig. 1
    [] | | | | | | | | | | | | | | | | | | [] | | | | | |
                       ^                   ^
    In practice, it's usually best to hit your approaches about 10% harder than the
    meter indicates. In approach mode, every club will theoretically hit the ball a
    maximum of 60 yards. Use a sand wedge for your approach shot if there's a lot
    of rough between you and the green or if you're hitting uphill. You may prefer
    to use an iron (or even a wood) on longer shots if you're hitting over fairway,
    especially if the wind is strong and the terrain isn't strongly undulated.
    This strategy of under-hitting can occasionally be used even when you're not
    shooting for the green. Also, you don't have to stop at the 50% mark; for
    example, stop at 20% and the ball will travel about 20% of its expected
    First of all: Don't use a driver in a bunker. If your ball lands in a fairway
    bunker, your next course of action depends on how deep it's submerged. If it's
    in real deep (40-60), it's often best to use a sand wedge to extricate the
    ball, sacrificing a shot to return to the fairway. If the ball isn't buried in
    the sand, you can usually use an iron shot to hit it out. Don't club up so much
    you have no margin of error on your shot, though. Most bunkers, however, are in
    the vicinity of greens. If you hit into a greenside bunker, select a wedge and
    use the approach strategy, but aim about 25% farther than normal, and more than
    that if the ball is buried in the sand.
    ---Course Points and Experience Points---
    When you first turn your game on, only one regular course - Toad Highlands -
    will be available for play (besides the Mini-Golf courses and Driving Range).
    However, Mario Golf has a total of six courses (again not counting the mini-
    golf holes and driving range). To unlock more courses, you have to accumulate
    Course Points. Course Points are Experience Points multiplied by the course
    bonus (higher for harder courses), although you can also earn Course Points
    for winning trophies in tournaments. You earn Experience Points for making good
    shots and scoring under par on holes (especially in Tournament and Get
    Character modes). Experience Points can only be transferred to the GBC game
    when they're collected by GBC players and you've unlocked all the courses in
    the game. If you want to unlock all the courses quickly, just keep winning in
    Tournament mode. To accumulate Experience Points for players imported from the
    GBC Mario Golf, it's best to score well at the harder tournaments.
    Here's the number of Course Points you need to unlock each course:
    Toad Highlands  -    0
    Koopa Park      -   50
    Shy Guy Desert  -  300
    Yoshi's Island  - 1000
    Boo Valley      - 1500
    Mario's Star    - 2200
    ---Fades and Draws---
    Most characters in this game (as well as the average Joe Duffer) tend to hit a
    draw or fade. Assuming a right-handed golfer, a draw (more common among real-
    life golfers) is a tendency to slice the ball, making it curve from right to
    left. A fade is the opposite: a left-to-right curve (that is, a hook). If you
    hit a "Nice Shot," your ball will typically land smack dab in the middle of the
    target area, assuming there's no elevation change or wind. However, if your
    shot isn't executed perfectly, it may fly off wildly. Also keep this in mind:
    Assuming a right-handed draw player, an incline will often cause your shot to
    stay to the right (it won't have as much time to curl back left). On a downhill
    shot, however, your ball will stay in the air for a longer period of time and
    will curl back to the left. Also remember that natural fades and draws mostly
    affect drives, especially 1-wood power shots, and have no real impact on short
    irons. For this reason, you might want to use a 3-wood off the tee on some
    holes when using a draw or fade hitter. Lastly, I recommend that beginning
    players stick with a character who doesn't have a draw or fade tendency (such
    as Yoshi or Peach) until they're more experienced.
    ---Leaning Shots---
    Sometimes, you'll hit the ball onto an uneven surface. When this happens, your
    character will have to take the next shot from a leaning position. Watch the
    white trajectory line and adjust your aim accordingly.
    ---Lies: Good and Bad---
    The condition of the surface you're hitting from will have a significant impact
    on the way you can play your next shot. When you hit the ball into light rough,
    you should club up once, and twice or more in deep rough. It's usually hard to
    hit a wood from the rough, although you can get away with doing so in semi-
    rough. Always heed the number shown on the bottom-right corner of the screen
    (below the lie and impact zone indicators). This shows the percentage of your
    club's optimal distance you can expect to get based on that lie (ignoring other
    factors like wind, elevation, and weather). For example, if the lie is Semi-
    Rough (90-98%), and your club will hit the ball 160 yards under ideal
    conditions, you can expect your shot to travel somewhere between 144 and 157
    yards. That's why it's wise to club up one notch in a lie of semi-rough.
    Not only do bad lies reduce the distance you can hit the ball, they also reduce
    your margin of error and increase your chance of duffing or whiffing. Unless
    you're using save states, I strongly recommend against attempting any shot
    where perfection is necessary to get off an accurate shot (for example, if
    Yoshi tries a 5-iron from a deep bunker lie).
    Here's a list of all the lies in the game:
    On Tee         98-100 
    On Green      100-100
    Green Edge     98-100
    Fairway/Best   98-100
    Fairway/Normal 94-98
    Fairway/Divot  90-94
    Semi Rough     90-98
    Rough          80-90
    Rough-2        70-85
    Deep Rough     50-80
    Bunker/Light   70-85
    Bunker         50-70
    Bunker/Buried  40-60
    Waste Area     50-80
    Rock           80-90
    Tee Ground     98-100
    Bare Ground    80-90
    Water Hazard     N/A
    Out of Bounds    N/A
    You will never hit onto a cart path or mulched area (in contrast to real
    ---Mulligan Glitch---
    There's a glitch in Mario Golf that lets you start a hole all over again
    without penalty. Let's say you've just hit the ball out of bounds on your tee
    shot. Press START, select Save and Quit, and pick an empty save slot (or
    overwrite an existing game in progress that you don't care about). Then from
    the opening screen, select "Continue" and then that save slot. Your game will
    be restored, but you'll now be at the beginning of that hole with no strokes
    taken! It's almost impossible to get all the Birdie Badges without taking
    advantage of the Mulligan Glitch. By the way, while I call this a glitch, the
    mulligan trick was first posted on Nintendo's official Mario Golf site
    (although many players, including myself, found it independently) and may have
    been designed into the game.
    ---Power Shots---
    If you press B, you can toggle between a "Normal" and a "Power" shot. A power
    shot goes farther than a normal shot, but unless you make a "Nice Shot," you'll
    lose one of your allotted power shots. Be generous with power shots; while
    you're allowed six per round (or one per hole in Ring Shot mode), you're
    unlikely to use them all up. Good use of power shots is especially important
    for weak hitters like Plum, Peach, or Yoshi. Keep in mind that power shots
    augment a character's draw or fade, if there is one. They will also reduce your
    margin for error on the right-hand swing marker. While power shots are normally
    used for drives on Par-5's (and some Par-4's), you can use them in a few other
    situations; for example, when you need extra loft and power to clear a tree. It
    should also be noted that special effects will appear if some characters, like
    Yoshi and Wario, make "Nice Shots" when using a power shot.
    To putt, press A to start the marker, and press A again when you've reached the
    desired power level. There's not much I can say here - practice is the main
    thing that will make you putt better. Remember that if it's raining, you'll
    need to put about 20% more power on your putt. Also check to see the elevation
    of the hole compared to the ball. If you're hitting uphill, you'll need to give
    the ball some added oomph. Always take a close look at the putting grid; red
    areas are uphill, and blue lines are declines. It's usually best to putt the
    ball a little harder than the meter indicates; for example, on a 15-foot putt,
    hit to the 65% marker instead of the 50% mark (assuming you're in short putt
    mode). Never putt too hard, or the ball will skip over the hole. 28-foot putts
    are the hardest, since they're usually too long for short mode and too short to
    reach accurately in middle mode. For those, stop the bar about two notches past
    the 25% power mark. It's possible (and sometimes useful) to putt from the
    fairway or even light rough onto the green, since short approaches can be
    pretty tough. Doing so often requires you to put a little more power on your
    ball, but you can get away with a slightly harder putt since the flag will
    still be in place when you're putting from off the green. You almost always
    want to putt when you're on the Green Edge. Finally, even if you'd like to, you
    can't use anything other than a putter when you're on the green.
    While you're making your shot, hold Down on the Control Stick if you want a
    ball with low trajectory (topspin), or hold Down if you want high trajectory,
    which results in a high shot that doesn't roll a lot. Alternatively, you can
    use the Control Pad instead of the Control Stick if you hold down L or Z, and
    if you use this method, you don't have to begin the swing first. Topspin can
    increase distance on drives, while backspin often assists in clearing trees,
    hills, and other obstacles. Sometimes, it's advantageous to hit a shot that
    curves to the left or right. You can achieve sidespin by holding Left or Right.
    Also remember you can even use a combination of sidespin and backspin or
    topspin (for example, by holding Up and Left for a low shot that curves to the
    ---Taunting and Cheering---
    In multi-player games that use multiple controllers, you can press various
    buttons to cheer or jeer your opponents. These apply for all characters,
    although some characters might say these in a slightly different way, and
    they'll certainly sound a little different for Yoshi, Donkey Kong, and Bowser.
    Luigi's fore is especially great.
                 Control Pad                      C-Buttons
    Up           "Nice shot!"                     "Hurry up!"
    Right        "Wonderful!"                     (Groan)
    Down         "FOOOOOOOOOOOOOORE!"             "All right!"
    Left         Doesn't do anything              "Oh no!"
    ---Tournament Benchmarks---
    In tournaments, the best computer player will also shoot about the same score
    (with a variation of about one stroke) every time. Here's a list of scores
    you'll need to make in order to win each tournament:
    Toad Tournament: Even, +1
    Koopa Cup: -1, Even
    Shy-Guy International: -3, -2
    Yoshi Championship: -5, -4
    Boo Clasic: -7, -6
    Mario Open: -9, -8, -7
    ---The Transfer Pak---
    You might be wondering: How do I access the bottom four slots on the player
    select screen? To do so, you need a device called the Transfer Pak and a copy
    of the Game Boy Color version of Mario Golf. I'm sure you could buy a Transfer
    Pak on eBay (often packaged with the Pokemon Stadium title), but you can also
    use certain input plugins for emulators to do this without a real Transfer Pak.
    When you start the Nintendo 64 game with the Transfer Pak inserted in your
    controller, a special screen will appear. You can then copy any of your three
    saved GBC players to those bottom slots and use them in any mode, although you
    can't play against them in Get Character mode. Their drive distance will be a
    little longer in the N64 version than on the GBC, but otherwise their
    attributes will be about as they are in the GBC games. You can optimize your
    characters' usefulness in the N64 game if you focus on powering up their
    Distance and Accuracy ratings. These characters can only be used when the
    Transfer Pak is attached; you'll have to copy them back to N64 game if you turn
    the game off. Also, since the GBC Mario Golf has only three save slots while
    the N64 game has four, you'll either need to have two copies of the GBC Game
    Pak or to delete an existing GBC save file and begin a new one with a different
    character in order to fill up all four of the bottom spaces of the Player
    Select screen in the N64 game (emulation is far easier). I believe that games
    of different regions are compatible (for example, a U.S. N64 game with a
    European GBC Mario Golf), but to be safe it's best to make sure both games were
    made for the same region. It should be noted that the female redheaded player
    (the default name is Azalea) looks a lot like Daisy. The default character
    names are Kid, Joe, Sherry, and Azalea, but they'll keep the names you gave
    them on the GBC when playing on the N64. Lastly, I'm pretty sure there's no way
    you can use the GBC characters in the Virtual Console version of the game.
    Please e-mail me if I'm wrong.
    ---Trees and Tall Vertical Objects---
    If your ball lands near a tree or other obstruction, use high trajectory to
    flip the ball over it, or sidespin to curl the ball around the obstacle.
    Sometimes using a power shot helps so you can achieve more loft by clubbing
    down. Another method is using a 3-wood with topspin to hit the ball under the
    obstacle, although this may require you to hit the ball at less than 100%
    power. In a few situations, you can simply use a long putt to move the ball to
    a more favorable location. Remember: If your line of trajectory turns red, your
    shot is likely to hit an object, causing all kinds of unpredictable (almost
    always bad) things to happen. 
    Whatever you do, don't hit the ball out of bounds or into the water. If you hit
    out of bounds on your tee shot, it'll cost you two strokes and you still will
    not have gone anywhere. If you hit OB any other time or go in the water, you'll
    face a one-stroke penalty and have to take a drop - usually resulting in a lie
    of deep rough. Remember that a few unexpected places are OB - most notably, the
    areas around the pyramids in Shy-Guy Desert and Bowser's "mouth" at the ninth
    hole at Mario's Star.
    If there's a headwind, you might want to club up or use topspin. If the wind is
    at your back, it's often advantageous to club down once. If there's a
    crosswind, either change the aim of your club or apply a sidespin to counteract
    the effects of the gusts. The wind is often at an angle, so you may have to
    combine the tailwind/headwind and crosswind strategies. Lastly, remember that
    woods are affected less by wind than wedges, and putts aren't affected at all.
    ---Other Tips and Notes---
    <>If you don't understand some of the terminology used in the game, get the
    Game Boy Color version of Mario Golf, too; it has a good glossary.
    <>Always check the elevation of your target area! Remember that hitting
    downhill will increase the distance you can hit the ball, especially for woods,
    while hitting uphill will decrease distance, especially for woods.
    <>Remember that rain slows down fairways as well as greens.
    <>The longer a club can hit the ball, the less it will be affected by wind.
    Using topspin will also minimize the wind's impact.
    <>You can't choose the clubs in your bag. You won't find a 5-wood, 7-wood, 1-
    iron, or approach wedge, for example.
    <>The hole distance doesn't always match the "Rest" measurement on the screen.
    The "rest" number is calculated "as the crow flies," while the distance you see
    before each hole is the estimated yards you'll hit to reach the hole. Most
    holes are not completely straight.
    <>If you beat Bowser in Get Character mode, unlock the Mario's Star course, win
    the Mario's Star tournament, or complete all the Ring Shot holes, you'll get to
    watch the ending.
    <>The ending shows the GBC characters, even though you can't access them.
    <>One more tip for importing players from the GBC Mario Golf: If your character
    has obtained a special club from the Club Maker's Hut, it's best to focus on
    improving Distance if you picked the Control Club. If you got the Power Club
    like I did, you should work on keeping your draw or fade in line.
    <>Every course (besides the Mini-Golf courses) in this game is a par-72 and has
    four Par-3's and four Par-5's.
    <>I've gotten only one albatross (or double eagle, or Albatoss to Super Mario
    Bros. 2 fans) in my Mario Golf career and only two holes-in-one.
    <>The opponents in tournament mode will never shoot worst than somewhere
    between +14 and +18. I'm impressed that fairies, eyeballs, fireballs, and
    scarecrows could shoot in the 70's and 80's.
    <>If you tie for first place in a tournament, you'll be awarded a gold trophy
    and first-place points. There won't be a playoff.
    <>The best opponents in tournaments are usually the players who start latest.
    <>On a real course, one or more of the other holes on the course will usually
    be visible from a hole, but not in Mario Golf.
    <>You hear applause whenever your ball lands on a green or fairway, even though
    you can't see any spectators who could produce sounds. Maybe they're hiding in
    the woods like Toad.
    <>Also, you never see your character carrying his or her golf bag, but you also
    never see a caddie.
    <>If you complete a putt using "Fast" putt speed, a Goomba pops out of the
    hole! This is hard to do, but I have done it. If you complete a medium putt, a
    Monty Mole appears - an event that's much more common. Also, if you hit the
    pin, the words "Pin Shot!" appear on the screen and Ukkiki (the Super Mario 64
    monkey) will slide down the pole.
    <>If you hit the ball into a water hazard (and you surely will eventually), a
    Cheep-Cheep will jump out of the water. Two different kinds of Cheep-Cheeps
    might appear (I think one is a Blurp from Super Mario World).
    <>If you play a stroke game with four Yoshies, the music will be different.
    This is the only way you can hear that hidden song. Credit goes to
    MasterYoshidino on the GameFAQs forums for this, by the way.
    <>It sounds like Mario whistles the opening notes of the Minuet of Forest from
    Zelda 64 when he pars.
    <>The game's engine and mechanics are similar to all the other Mario Golf games
    for the NES, Game Boy Color, GameCube, and Game Boy Advance.
    <>This is the only Mario sports game where Mario is not available for play at
    the start of the game and must be unlocked.
    <>In multiplayer games, different players can select the same character. Doing
    so will change that character's appearance. For example, one of Bowsers is
    green (like on the old cartoons), and there's an African-American Sonny. Also,
    one Mario looks like Fiery Mario, and one of the Peach clones resembles Daisy.
    <>You can also change a character's appearance by holding a C button while
    selecting that player on the selection screen.
    <>Hold the L or Z buttons while selecting a character to make him or her a
    left-hander. This won't work for characters unlocked using the Transfer Pak,
    <>There are three in-game misspellings: One tournament is called the Boo Clasic
    (not Classic), one of the tournament filler players is known as Rutooo instead
    of the intended Ruto, and another is Inpa instead of Impa. I spell their names
    as they're listed in the game.
    <>Klepto (the buzzard in World 8) is the most well-known Super Mario 64 enemy
    not to appear as a tournament cameo. I feel MIPS (the bunny) should also have
    <>All seven Koopalings make cameo appearances except for Iggy and Roy. I don't
    know why they left them out. If you don't know who the Koopalings are, they
    were the bosses in Super Mario Bros. 3 and Super Mario World, and they also
    frequented the Software Toolworks' "edutainment" titles in 1993 and 1994.
    <>Pauline appears (in tournament cameos) for the only time since the original
    Donkey Kong. Also, the Koopalings (except Mario & Luigi: Superstar Saga and
    indirectly Super Mario Sunshine), make their only appearances in a Mario game
    after the edutainment era.
    <>Mark is the only filler character from NES Open Tournament Golf, the first
    Mario golf game, to appear in the N64 game.
    <>Other than the carpenters, Ganondorf is the only character in Zelda 64 who
    had a name that doesn't appear as one of the tournament filler players. Fado's
    name is not actually mentioned in the game text, and characters like Anju and
    Guru-Guru didn't have a name until Majora's Mask.
    <>I think Kirby and Pikachu deserved a tournament cameo, too.
    <>The message "Got 'em!", which appears whenever you unlock a new character,
    might be a reference to the Pokemon series.
    <>For the obsessive among us, I don't think anything special happens if you
    beat every Ring Shot challenge using every player.
    <>As far as I know, no holes that appeared in NES Open Tournament Golf are
    "remixed" for use in Mario Golf. All 108 holes are new and unique.
    <>Most importantly, experience will make you a better player. Some things,
    especially putting, are difficult to explain, but practice will help a lot (as
    will the Mulligan Glitch). Also, if you're playing on an emulator, save states
    work wonders, as does slowing down the game speed during the swing.
    Character Guides                                                     [CHARC]
    Name          Shot Type  Trajectory    Drive Dist.  Unlock?
    Plum          Straight   ----|----     208y         Available at start
    Charlie       Fade       ---||----     210y         Available at start
    Peach         Straight   ----|----     212y         Available at start
    Baby Mario    Draw       ----||---     215y         Available at start
    Luigi         Fade       --|||----     220y         Character Match #1
    Yoshi         Straight   ----|----     230y         Character Match #2
    Sonny         Draw       ----|||--     240y         Character Match #3
    Wario         Fade       -||||----     250y         Character Match #4
    Harry         Draw       ----|||--     260y         Character Match #5
    Mario         Draw       ----||||-     270y         Character Match #6
    Maple         Straight   ----|----     245y         Earn 50 Birdie Badges
    Donkey Kong   Fade       -||||----     275y         Complete 30 Ring Shot games
    Bowser        Draw       ----||||-     280y         Character Match #7
    Metal Mario   Draw       ----||||-     285y         Earn all 108 Birdie Badges
    ---Shot Heights---
    Low: Plum, Charlie, Luigi, Wario, Donkey Kong
    Middle: Yoshi
    High: Peach, Baby Mario, Sonny, Harry, Mario, Maple, Bowser, Metal Mario
    Legend has it that there's a way to unlock all the characters by entering a
    special code! I won't tell you what it is, though, because I think it would be
    fairer to make you earn them the right way like I did! It should be noted that
    all of the characters unlocked in Get Character mode (except Bowser) are always
    available for play in multiplayer games. The four characters on the bottom of
    the Player Selection screen can only be accessed if you use a Transfer Pak with
    the Game Boy Color version of Mario Golf (discussed in the notes section), and
    their statistics will vary depending on their experience levels.
    Course Guides                                                        [COURS]
    --------------------------------Toad Highlands---------------------------------
    Toad Highlands is the easiest course in the game. Holes are short, greens are
    simple and slow, and there aren't many dangerous bunkers and water hazards. The
    deciduous trees, which appeared in Super Mario 64, aren't a problem if you stay
    on the fairway. The layout of the course isn't all that different from the
    average real-life American golf course. The total distance is 6,213 yards,
    making it by far the shortest course in the game.
    1 (Par 4, 363 yards)
    This is a very basic hole. It's short and straight, though a little narrow.
    Make sure to keep the ball on the fairway, where it's easier to hit than in the
    rough. The green is flat and simple.
    2 (Par 3, 161 yards)
    This Par-3 is short and doesn't have many complicating factors, but it's easy
    to overshoot the green because you're hitting so far downhill. Club down a
    notch or two to keep the ball on the green.
    3 (Par 4, 343 yards)
    Watch out for the bunkers to the left of this slightly-curved Par-4. The green,
    which is surrounded by bunkers, is a little hillier than what we've seen so
    4 (Par 5, 477 yards)
    Use a power shot on this relatively short Par-5. If your tee shot is good and
    you have a powerful player or a tailwind, you can reach the green in two and
    set up an eagle putt. But watch out for the nasty bunker in front of the green!
    The Plums and Charlies would be best off hitting a mid-iron shot to the fairway
    on their second shot to set up an easy approach.
    5 (Par 4, 355 yards)
    This straightforward hole has a very high tee box, so you can blast some
    monster drives. Keep that in mind when aiming, too, since your drive will
    usually go past the landing area. The elevated green is a bit hilly but not too
    6 (Par 3, 138 yards)
    Club down a notch because of the height of the tee area. The flat green and
    short distance of the hole make for an easy birdie. This is quite possibly the
    easiest hole in the game to get a hole-in-one.
    7 (Par 4, 387 yards)
    The longest Par-4 we've seen so far. You might want to aim a little short of
    the mounds in the middle of the fairway - it's narrow there, and if you hit
    onto the mound or in front of a tree, you might have a tough shot. The green is
    guarded by a bunker in front and to the left, so steer clear.
    8 (Par 5, 511 yards)
    This hole is all distance and no challenge. The fairway is extremely wide, and
    a power hitter will have no problem reaching the green in two. The green isn't
    bad, although the area around it is a little narrow. Very birdieable.
    9 (Par 4, 409 yards)
    This hole is another that plays short because you're hitting from so high. Aim
    for the far right side of the fairway, keeping your distance from the water
    hazard. Remember that the hill slopes toward the water. Also watch out for the
    bunker in front of the green. If you're not careful, this can be one of the
    most dangerous holes at Toad Highlands.
    10 (Par 4, 304 yards)
    The tenth hole is extremely short, even for a dogleg. If your player can hit
    250 yards and/or a tailwind is blowing, you can reach the green in one.
    Otherwise, don't; you'll be in for a world of hurt if you get lost in the
    woods. Remember you're hitting uphill, so you won't get as much power and loft
    on your drive as you normally would. Even if you just shoot for the fairway,
    you should have a good chance at making birdie.
    11 (Par 4, 380 yards)
    Most players should be able to hit a drive over the first hill, but watch out
    for the irksome little fairway bunkers. Also steer clear of the bunkers around
    the green. One of the more interesting holes aesthetically.
    12 (Par 5, 466 yards)
    Accuracy is at a premium at this short, narrow Par-5. Hard hitters might prefer
    to use a 3-wood off the tee. Even players like Yoshi that don't have much power
    can easily make the green in two.
    13 (Par 3, 165 yards)
    This is one of the longer-playing Par-3's at this course, since you're hitting
    uphill. Club up a notch and you should have an easy birdie putt.
    14 (Par 4, 388 yards)
    The fairway isn't very wide here, so aim carefully. Stay away from the nasty
    little pond, too. Club up on your second shot, where you're hitting onto a
    slightly elevated green.
    15 (Par 4, 369 yards)
    The wide fairway makes this a great place to use a power shot off the tee. If
    you're going to err on your second shot, it's better to miss left, since
    there's a really nasty bunker to the right.
    16 (Par 5, 448 yards)
    Despite its short length, this Par-5 is tricky. You're hitting quite a bit
    uphill, and if your ball lands in the valley, you'll be hitting your second
    shot 15-20 yards uphill, usually from the rough. You might prefer to hit your
    tee shot a little short onto the top of the hill. A power hitter can often
    birdie this hole, but weaker players will have a tough time.
    17 (Par 3, 149 yards)
    Club up one here; you're hitting uphill and you don't want to wind up short.
    The green is one of the trickier at the course.
    18 (Par 4, 400 yards)
    It's best to stay right on this concluding hole to stay out of the water and
    rough. Your second shot may be from a leaning position, and be careful not to
    hit into the valley in the right-front part of the green.
    ----------------------------------Koopa Park-----------------------------------
    Koopa Park is fairly similar to Toad Highlands, but fairways are a little
    narrower and there's more water and other obstacles. Some holes (like the
    eighth) boast spectacular scenery in the mold of Pebble Beach - not that that
    makes life easier for you! Koopa and Spiny shells dot the landscape here.
    There's also a nice clubhouse in the background. You might recognize the
    evergreen trees from the courtyard of Peach's Castle in Super Mario 64. These
    trees can be a problem on some holes. The course length is 6,565 yards,
    considerably longer than Toad Highlands.
    1 (Par 4, 372 yards)
    You might want to hit your drive a little short of the fairway bunkers found at
    the bottom of the hill. The green is steep and isn't very big, but it's
    surrounded by fairway.
    2 (Par 5, 527 yards)
    This hole is long and narrow, but hitting downhill gives you a bit of a head
    start. Stay away from the forest! The green is pretty flat.
    3 (Par 4, 375 yards)
    This uphill dogleg is one of the more interesting holes at Koopa Park. Keep
    away from the trees and bunkers on your tee shot, and remember you're hitting
    4 (Par 3, 169 yards)
    This hole goes 10 yards uphill, so club up a notch off the tee. Otherwise, this
    is pretty straightforward.
    5 (Par 4, 400 yards)
    An accurate shot is important on this flat but slightly irregular fairway.
    Reaching the green isn't that tough, but make sure to stay out of the greenside
    6 (Par 5, 545 yards)
    This Par-5 is long, and even though you're hitting uphill, its fairway is nice
    and wide. A lot of players will need to lay up short of the stream, but
    sometimes you can go for the green in two.
    7 (Par 4, 380 yards)
    This hole isn't too complicated or difficult. Hit the fairway on your tee shot,
    approach the green, and try to putt for birdie on the tricky green.
    8 (Par 3, 140 yards)
    One of the most spectacular holes in the game. Give the ball a little extra
    oomph; you're hitting slightly uphill, and you definitely don't want to hit off
    that cliff. Also, the green is pretty tough.
    9 (Par 4, 362 yards)
    This fairway gets narrower as it progresses. Power hitters might prefer to hit
    onto the island to the left instead of the main fairway. The green isn't too
    10 (Par 4, 381 yards)
    Unless you can really slug the ball, you won't be able to cut the dogleg.
    There's a bunker in front of the elevated green, so club up on your second
    shot. Another fairly simple green.
    11 (Par 4, 366 yards) 
    This is one of the most difficult holes at Koopa Park because the fairway is so
    narrow. You'll have to get pretty creative if you wind up in the trees. The
    green is of generous size, but it's also pretty steep near the edges.
    12 (Par 5, 512 yards)
    This hole is very tough because of the narrow tree-lined fairways. It's safest
    to aim for the wide part about 240 yards out and go for the green in three.
    13 (Par 3, 174 yards)
    This Par-3 is rather long, but it's not too tough. Club down a notch since
    you're shooting downhill.
    14 (Par 4, 392 yards)
    A stream divides the fairway in two. While it depends on your player's power
    and the current wind, the safest option is usually to hit behind the first part
    of the stream, setting up a long second shot.
    15 (Par 4, 436 yards)
    This Par-4 is long but downhill. You may want to hit a 3-wood or shorter club
    from the tee so you won't come near the water or trees at the narrow point in
    the fairway. The sloped, elevated green can be a little tricky.
    16 (Par 3, 154 yards)
    The green is 22 yards below the teeing ground, so club down two or three
    notches and you should have a chance for a tricky birdie putt.
    17 (Par 4, 360 yards)
    Another interesting dogleg. Even a middle-of-the-driving-range golfer can hit
    the ball within fifty yards of the pin, and Metal Mario can easily score a
    green in one. While this hole isn't too tough, you do need to watch out for
    the water around the green. Also, the green is rather steep in places.
    18 (Par 5, 520 yards)
    This Par-5's length is augmented by the fact that it's uphill all the way.
    However, the wide fairways make this a great spot for heavy hitters like Bowser
    and for using power shots. Going for the green in two is risky due to water
    hazards. You'll often have a steeply uphill putt.
    --------------------------------Shy-Guy Desert---------------------------------
    Players hit the sands in Shy-Guy Desert, which is a notch higher on the
    difficulty scale. Since this course is situated in the desert, there's a lot of
    sand and no water. Many holes consist of island-like sections of fairway
    surrounded by waste area. Greens often blend in with the fairways. This is the
    longest course in the game at a total of 6,706 yards. To succeed at Shy-Guy
    Desert, you'll want a character that can hit the ball with both power and
    accuracy. It might remind you a little of the TPC Scottsdale course. 
    1 (Par 4, 360 yards)
    The fairway is divided in two by the sand, so you'll have to choose which side
    you want to hit to. As usual, the shorter side is safer and better for light
    hitters. Balls often roll down the elevated, undulated green.
    2 (Par 3, 153 yards)
    You're hitting 19 yards downhill, so club down a notch or two. Another
    straightforward, birdieable Par-3.
    3 (Par 5, 520 yards)
    A long hole with wide fairways. Steer clear of the pyramid; it's out of bounds.
    It must be a national monument or something. A good second shot will set up an
    eagle putt, but you'll be leaning if you didn't aim for the right side of the
    fairway on your first shot.
    4 (Par 4, 390 yards)
    The fairway is divided into several sections, but it's best to hit to the short
    one 220 yards out, above the valley. The green slopes strongly toward the front
    and back.
    5 (Par 4, 400 yards)
    This hole consists of several island-like fairways, a common feature at Shy-Guy
    Desert. Hit to the one appropriate to your player and wind status. As long as
    you stay on the grass, you'll have a good chance at birdie.
    6 (Par 4, 420 yards)
    A nice straight Par-4, but an errant drive will force players to extricate the
    ball from the cacti, usually costing a stroke or two. Also, your second shot
    may be from a leaning position.
    7 (Par 3, 160 yards)
    Club down a notch here since you're hitting downhill. The pin placement is
    rather precarious, so you might want to aim a bit left. The green is one of the
    hilliest we've seen so far.
    8 (Par 4, 403 yards)
    Not too long, but very narrow. Aim a bit short of the spot where the fairway
    grows really thin. The green is well-protected by a vile bunker.
    9 (Par 5, 550 yards)
    Not only is this the longest Par-5 we've had so far, it's full of bunkers!
    You'll be very lucky to reach the green in regulation.
    10 (Par 4, 380 yards)
    Best described in 3 words: short, narrow, steep. Even the green is steep.
    11 (Par 4, 412 yards)
    The tee shot shouldn't be too tough, although power players should club down to
    avoid the narrow part of the fairway. One of the easiest holes at Shy-Guy
    12 (Par 3, 177 yards) 
    Long and uphill, but otherwise pretty simple despite the bunkers to the sides.
    Consider clubbing up a notch.
    13 (Par 4, 370 yards)
    Most of the fairway is fairly narrow, but it's fairly straight. Watch out for
    the cacti near the back, and remember that the pyramid is OB. Club up for the
    second shot to reach the elevated green.
    14 (Par 5, 535 yards)
    Tough. Your tee shot is to a narrow fairway flanked by an enormous bunker to
    the left. To the right of the fairway near the hole is another big bunker, but
    you won't have to deal with it if you reach the green in two - which is very
    doable with a good first shot.
    15 (Par 3, 164 yards)
    A long Par-3 that slopes 36 yards downhill. You'll need to club down three or
    four notches to land on the green.
    16 (Par 4, 340 yards)
    One of the shortest Par-4's in the game, but don't let the distance fool you.
    It's usually better to use a long iron instead of a driver from the tee. This
    way, you'll stay a good distance away from the cacti that will obstruct your
    second shot. Besides, the hole isn't long and the fairway is wider near the
    front. The green is evil. It's very steep and slopes toward the bunkers.
    17 (Par 5, 570 yards)
    A very memorable hole. The fairway consists of many small islands in the midst
    of waste area. Pick the fairways that work best for your situation. Please stay
    on the fairway! You won't like waste area, which is a lot like a bunker. It's
    nearly impossible to reach the green in two, and the green is no cakewalk like
    it usually is on long holes.
    18 (Par 4, 402 yards)
    The fairway is long and of average width for Shy-Guy Desert, but watch out for
    the naughty little fairway bunkers. Quite birdieable.
    --------------------------------Yoshi's Island---------------------------------
    The Yoshi's Island course takes you to the humid, beautiful jungles of Yoshi's
    Island, where palm trees grow and monkeys roam. Fairways are narrower, bunkers
    are nastier, and water hazards are larger and more common. Greens are faster
    and slicker and much hillier, as well. This 6,596-yard course isn't all that
    long, but you'll find the Par-3's to be absolutely brutal. And yes, there
    really are giant fruits everywhere.
    1 (Par 4, 350 yards)
    Not long, but one of the hilliest holes in the game, and there's a massive
    bunker to punish careless hard-hitting players. Your second shot is
    particularly hard. It'll be from a leaning position to an elevated green that's
    guarded by a bunker in front and back.
    2 (Par 4, 400 yards)
    This hole is uphill with a narrow fairway, which is especially tough for mid-
    range Sonny types. Club up for your second shot since you're shooting up a
    hill. The green is slick and steep.
    3 (Par 3, 170 yards)
    At Yoshi's Island, Par-3's aren't the breezes they were at the first three
    courses! In fact, the shortest holes at this course are usually the hardest.
    This is cruel and unusual. You're hitting downhill to a green that slopes
    toward the water in the back and a bunker and a very steep fairway in the
    front. Club down a notch or two and use backspin. It's safest to aim for the
    fairway, make a good short approach shot, and settle for a par putt. The green
    is nasty.
    4 (Par 5, 470 yards)
    Not long, but it's one of the steepest inclines in the game, and it's narrow as
    usual. What's more, your drive will often roll down the hill. Darn! Shot 2 is
    one of hardest shots in the game. Club up twice and use backspin and maybe a
    power shot to get up the hill, being careful not to hit one of the banana trees
    in your way. This is often a place where you suffer through a succession of
    shots from rough. At least the green is relatively flat.
    5 (Par 4, 382 yards)
    Despite the cliffs and bunkers you can hit, this is one of the easier tee shots
    at YI. The second shot is harder; it's onto an elevated green with a bunker in
    front. If you're on the fairway, you'll be wise to club up a notch. You'd
    rather be in the rough than this nasty bunker. The green is one of the
    smoothest at Yoshi's Island.
    6 (Par 3, 155 yards)
    The toughest holes at this course are its Par-3's, as I stated earlier. You're
    hitting onto an island 20 yards higher than you, so club up 2-4 notches. The
    green is surrounded by a set of five equal-sized bunkers.
    7 (Par 5, 544 yards)
    A long but downhill Par-5. Usually you must hit a bit short to the right-hand
    fairway, but Metal Mario can aim for the left side if wind is favorable. There
    are two different ways to take your second shot. Either cross the stream and
    hit a long iron to the left, or go for the green with a gambling power 3-wood
    (for sluggers). No matter what, a tough one, even on the green.
    8 (Par 4, 420 yards)
    Depending on your character's power level, you can either hit to the fairway at
    the top of the hill (for most players) or power past the bunker in the valley
    (for Metal Mario). Remember the fairway is wide and you're hitting downhill.
    The green is large but protected by bunkers like the revolving Koopa Shells in
    Mario Kart games. You might want to club down on your second shot because of
    the slope. The green isn't too bad.
    9 (Par 4, 365 yards)
    Not very long as the crow flies, but you must usually hit your second shot to a
    small island of fairway far from the green. Club down a notch on your first
    shot and up a notch on shot two because of the elevation shifts. The green is
    basically flat in most places, so putting is usually easy. There are also
    aren't bad greenside bunkers.
    10 (Par 4, 375 yards)
    This hole is fairly short but uphill, and the fairways are narrow in places and
    very hilly. Club up once on your second shot to reduce the risk of hitting into
    the prominent bunker in front of the green. Putting is a nightmare, and the
    ball may be pulled in competing directions by the complex steep slope.
    11 (Par 5, 507 yards)
    This is a little like Koopa Park. The fairway is narrow, with a bunker to the
    right and obstructing trees to the left. Accuracy off the tee is prized. If you
    can avoid the trees and the greenside bunker on your second shot, you may have
    a chance for an eagle putt. The green slopes toward the bunker, so you may have
    a difficult short approach for your third or fourth shot. The green is steep
    but easier than many.
    12 (Par 3, 140 yards)
    The most memorable hole at the Yoshi's Island course. You're shooting onto a
    green 38 yards lower than the teeing ground! What's more, there's a big bunker
    and lots of water to punish errant hitters. Club down a notch or two and you
    should be OK. The green is very tough, too.
    13 (Par 4, 415 yards)
    Narrow and bunker-laden, the thirteenth tee is a real test of your accuracy off
    the tee. What's more, you're hitting sharply uphill, making it play longer than
    its official distance. Club down one on your downhill second shot, but don't
    wind up short and land in the bunker.
    14 (Par 4, 395 yards)
    If you hit your tee shot too far, it'll be all wet; too short, and you might
    land in the bunker. Fortunately, for weaker hitters, the fairway is wide. Club
    up for your uphill second shot. The green, while steep, has a simple grain.
    15 (Par 3, 190 yards)
    Though downhill, this is the longest Par-3 thus far. It's really difficult,
    since there's a round bunker between the green and fairway, like a donut shape.
    It may be better to aim for the sides of the donut and tolerate a two-putt. The
    green is fairly difficult, especially for a hole as tough as this. A very tough
    place to birdie, and very bogeyable. I told you the Yoshi's Island Par-3's were
    going to be rough!
    16 (Par 4, 398 yards)
    Here you're best off aiming for the tiny fairway islands on the small mesa.
    It's not the end of the world to hit into the rough on the cliff, though.
    17 (Par 4, 389 yards)
    A spectacular hole nestled around a mountain. Your tee shot is sharply uphill,
    so you might want to use a power shot if you don't hit far. Hit onto the hill
    and you'll have a tough leaning second shot. Shot #2 is downhill (club down a
    notch) to a nice, big green that's steep in places but only moderately
    18 (Par 5, 530 yards)
    A long, narrow Par-5 freckled with fairway bunkers. If your second shot is
    obstructed by trees, lay up behind the stream and go for the green in three.
    Otherwise, you might have yourself a chance for an eagle.
    ----------------------------------Boo Valley-----------------------------------
    Boo Valley, home of the famous and poorly-spelled Boo Clasic, is reminiscent of
    the Pod Worlds of the original Super Mario Bros. game. Bunkers are fairly rare,
    and there are only two water hazards, but it's very easy to hit the ball off a
    cliff and out of bounds! Thankfully, the greens might be slightly easier than
    they were at Yoshi's Island. At 6,635 yards, you'll want an accurate yet long-
    hitting player who can reach the fairway islands; Maple is perfect for this.
    The tournament background music here is great. Don't ask me how the golf carts
    1 (Par 4, 373 yards)
    Depending on your character's power level, you can either shoot ahead of or
    behind the "bottleneck." But be careful, since shooting off any cliff at Boo
    Valley is OB. Give the ball a little extra on your approach to the elevated
    green. Putting is easy since the green is almost flat.
    2 (Par 4, 400 yards)
    Tee off to the main fairway, but look out; it's downhill and full of fairway
    bunkers. Ignore all the little islands to the sides.
    3 (Par 5, 534 yards)
    Hit your tee shot a little short of the mushrooms. Then hit to the large
    fairway to the left, and if you shot accurately, you'll have a long but simple
    third shot.
    4 (Par 3, 199 yards)
    This long Par-3 is a rare Boo Valley hole with a water hazard. Club down one
    and you'll be OK. Not too tough, except for a tricky green.
    5 (Par 4, 335 yards)
    This is the second shortest Par-4 in the game, but the fairway is very
    fractured. Hit a wood to the fairway to the right, and then prepare for a long
    but easy second shot. This hole has an extremely steep, tricky green.
    6 (Par 4, 411 yards)
    Accuracy is very important on your tee shot; there are all kinds of bad places
    it can end up. You'll probably be using a wood on your second shot as you aim
    for the green. The green isn't too bad.
    7 (Par 5, 546 yards)
    This hole is very long and full of fairway bunkers, but the wide fairways and
    downhill slope help cut the distance. The fairway is divided by a ravine, so
    you won't be able to reach the green in two. Watch out for the mushrooms on
    your third shot. Club up to reach the elevated green.
    8 (Par 3, 136 yards)
    The eighth hole is very short with no elevation change. However, the green is
    tiny, and there's virtually no margin for error. Club up and maybe aim slightly
    left to increase safety. The green is steep and very complicated.
    9 (Par 4, 402 yards)
    The first shot requires accuracy but isn't too tricky. You'll have to club up
    in order to reach the elevated green on your second shot, but beware; there's a
    bunker for those who over-hit, and OB and rough to punish players who fall
    10 (Par 5, 562 yards)
    This hole is more length than challenge, even though a lot of it's uphill.
    Definitely club up at least once on your approach shot to the elevated green.
    The green is pretty steep, but it's easier than most of the other holes at Boo
    11 (Par 4, 357 yards)
    Other than the tricky undulated green, this dogleg is relatively short and easy
    with few pitfalls (literally).
    12 (Par 3, 152 yards)
    Finally! A simple (but not easy) Par-3. Club up at least twice; you're hitting
    uphill and don't want to land in the bunker. Also, if you don't hit far enough,
    the ball has the delightful tendency to roll away from the hole and into the
    13 (Par 4, 396 yards)
    The distinguishing feature of this hole are the tiny areas of fairway. Hit to
    the one appropriate for your situation. Although there's little nasty stuff
    around the green, the green itself is pretty steep in places.
    14 (Par 4, 391 yards)
    If there's no wind and you have a character like Maple, you can hit a full
    drive to the ultra-narrow section of fairway to the left, setting up a very
    short second shot. Otherwise, hit a long iron to the wider fairway to the
    right. Easy holes like this one usually have nightmare greens - and this is no
    15 (Par 3, 170 yards)
    A long fairly Par-3 with a slim margin for the error, but the main problem is
    the ultra-steep green - one of the worst in the game. 4-footers may easily turn
    into three-putts.
    16 (Par 4, 407 yards)
    Use the "Course View" feature from the pause menu before deciding which fairway
    island to hit to - probably either the left one near two mushrooms or the
    elevated fairway with the mushroom and 2 bluffs. The first option is much
    closer to the hole, while the second option allows greater margin for error.
    The green has bunkers in front and back, but it's not very steep.
    17 (Par 5, 484 yards)
    If your character has the power, hit your tee shot to the high right fairway.
    This way, you'll be closer to the green and won't have to deal with the "tall
    vertical objects." Club up on your second shot since you're hitting uphill, and
    use backspin or sidespin to avoid the obstructions if you hit to the left
    fairway from the tee.
    18 (Par 4, 380 yards)
    Not very long, especially for an eighteenth hole, but it's another hole where
    you have a choice of fairways to hit to, depending on the conditions and your
    player's power. One of the hardest, steepest greens in the game, and often
    causes bad bounces. 
    ---------------------------------Mario's Star----------------------------------
    Perhaps the most interesting course in the game, every hole in Mario's Star is
    shaped like a familiar character from a Super Mario Bros. game. You'll need a
    powerful player to survive the massive bunkers, intricate water hazards, and
    microscopic greens. Plus, at 6,673 yards, many holes are extremely long.
    1 (Par 4, 338 yards)
    This Yoshi-shaped hole is so short you can make a green in one, often without
    even using a power shot. The green is steep in places, but it's not bad if you
    get as close to the pin as you usually can. Don't let this hole fool you into
    thinking the rest will be easy...
    2 (Par 4, 414 yards)
    Shaped like a group of Boos, there's a choice of fairways to hit to. There's
    also a lot of deep rough, though. The green is as steep as the interest rate on
    a payday loan.
    3 (Par 5, 510 yards)
    You need extreme accuracy to hit the tiny fairways on this Wiggler-shaped hole.
    His spots are bunkers, so beware! Don't forget you're hitting 21 yards downhill
    off the tee. If your drive was accurate, your second shot should be easy and
    could even set up an eagle putt. Otherwise, you'll probably keep hitting from
    bunker to rough (or vice versa). The green is nasty if you don't get close to
    the pin.
    4 (Par 3, 194 yards)
    This is insane! The green is the Cheep-Cheep's right "eye" and is the game's
    smallest green. What's more, it's encompassed by a bunker like the way the
    nation of Italy surrounds San Marino. Worse still, the green slopes toward the
    bunkers, although you may be able to putt from the bunker if the ball rolls
    down the green. Club down since you're hitting downhill. 
    5 (Par 4, 410 yards)
    The fairways are the Thwomp's "spikes," but it's going to be mighty tough to
    stay out of the tall stuff. Characters with long drives (or tailwinds) might
    prefer to blast the ball as far as possible and accept the fact that it'll land
    in the deep rough.
    6 (Par 3, 149 yards)
    The sixth hole requires you to hit onto the tiny green on the back of Lakitu's
    shell. It's almost as small as the fourth green, and while no bunkers are
    present, overshooting could send you into the water. Club down for your tee
    shot on this downhill hole.
    7 (Par 5, 500 yards)
    This Shy-Guy-shaped hole gives you some nice room for error if you can hit
    really far. If you can't, it's better to blast your drive as hard as possible
    into the deep rough straight ahead than to hit short to the Shy-Guy well to the
    right. If you hit into the rough, either hit short to the fairway to set up a
    fairway approach shot, or hit as hard as possible to try to get closer to the
    green (leading to a shorter approach shot from the rough). The green is tiny
    and very steep.
    8 (Par 4, 346 yards)
    The short Piranha Plant hole is one of the easiest at Mario's Star. Even if you
    hit your tee shot onto the rock, you'll have a short, unobstructed approach
    shot onto a massive green. The green is complicated and steep in places.
    9 (Par 4, 416 yards)
    The King of the Koopas looks giddy here! Remember that Bowser's "mouth" is OB.
    Watch out for the stripes of bunkers, and bear in mind that the entire hole is
    downhill. Your second shot may be from a steep lean. The green is the game's
    steepest and rolls away from the hole.
    10 (Par 4, 400 yards)
    This looks like a Koopa Troopa. You're hitting 56 yards downhill, so you can
    get some serious distance on your drive. Aim for the fairway on the "shell," or
    whack the ball straight forward and tolerate the lie of rough. The green is
    tiny and bunker-encompassed, but it's relatively smooth.
    11 (Par 5, 515 yards)
    The Bullet Bills' hole consists of tiny strips of fairway, so just focus on
    blasting the ball forward. A good spot for Metal Mario. Use power on your
    second shot, especially if you landed on the fairway. The green is small, but
    it's surrounded by rough - better than a bunker or water hazard. There's a very
    difficult green for such a long, hard hole.
    12 (Par 3, 172 yards)
    The Toad-shaped twelfth requires perfect accuracy to hit the little green and
    not the bunker or water. Better to hit a little short, I suppose. The green
    isn't too bad by Mario's Star standards.
    13 (Par 4, 400 yards)
    You're best off aiming for the right side of the fairway onto the Goomba's
    foot. You'll have a long second shot, but it beats being in the rough. The
    green is steep, but at least it slopes toward the hole.
    14 (Par 4, 380 yards)
    Chain Chomp's hole is very hard because of the tiny fairway islands. These are
    worse than the ones at Boo Valley because they slope strongly to the outside.
    Your second shot will be from a leaning position to a tiny bunker-surrounded
    green. The green is tough, too.
    15 (Par 4, 419 yards)
    This hole depicts the Blooper Nanny from Super Mario Bros. 3. The fairways are
    nice and broad, but there's another bunker-surrounded micro-green that may
    force you to settle for par.
    16 (Par 3, 195 yards)
    Peach's hole looks like the painting from Super Mario 64. Long but downhill, so
    club down a couple of notches. The relatively large green makes this hole
    birdieable. The green is steep but the grain will move your ball in just one
    17 (Par 5, 520 yards)
    The Bob-Omb hole isn't too bad. Hit just short of the first bomb's "fuse,"
    clubbing down if necessary. On your second shot, use a power 3-wood with loft
    to clear the large brown Bob-Omb (setting up an easy 30-yard approach, usually
    from rough or bunker, but with some risk of landing in the water), or club down
    and hit to the left fairway (the safer choice). The green slopes strongly
    toward the back.
    18 (Par 4, 395 yards)
    The final hole at the final course in Mario Golf depicts the Super Mario Bros.
    themselves. It's best to hit short to the Luigi fairway. Another tiny bunker-
    encompassed green, it's bad but easier than some.
    Ring Shot Strategies                                                 [RINGS]
    Here's my Ring Shot strategy guide. I think you'll find it to be useful on a
    few of these. This strategy guide will help, but some holes are still extremely
    difficult and will require you to try many times. Every four holes you complete,
    you'll unlock a new course for Ring Shot mode (which are independent of other
    modes). Note that the wind speed on Ring Shot holes is random, as is the wind
    direction. If you don't like the way it's blowing, just select "Hole Out" on
    the pause menu and try again. The wind should be blowing differently. Pick a
    character you use a lot, so you're familiar with the player's shot types and
    patterns. It's best to use Yoshi or Maple for most holes, since their straight
    shot is easy to control and very predictable. In addition, keep in mind that
    different rings are placed at different heights. For this reason, you might
    want to pick a low-shooting character for the first ring challenge at Toad
    Highlands, where a low shot would be advantageous. Remember that on most holes,
    you'll have to one-putt in order to save par.
    --------------------------------Toad Highlands---------------------------------
    ---Give It a Shot!---
    Hit a low shot (hold Up on the Control Pad while holding the L button) and hit
    a 1-wood at approximately 60-80% power. Your shot should sail through the large
    ring. From here, simply proceed to score par or better.
    ---Climb That Hill!---
    Try a 2-iron at about 67% power to clear the ring on the hill. Then make a good
    approach shot (remember it's downhill) and putt for par.
    ---Ring in the Valley---
    Hit a standard tee shot, and then use a wedge or short iron to lob the ball
    into the center of the ring. From here, you should need just a wedge or 9-iron
    to reach the green for a chance at a birdie putt. Once you hit the ring, it's
    ---3 Rings Above the Pond---
    Aim your tee shot - probably a long iron - directly in front of the pond, above
    which are the three rings. From here, use a 3-wood to reach the green. Use
    ballspin to change your trajectory if necessary. Once (in 2000), I landed in
    the water and chipped in for par at this hole!
    ---Creek Crossing---
    The toughest Ring Shot hole so far. Aim your tee shot - perhaps a 4-wood -
    directly in front of the rings. You'll usually wind up in the semi-rough or
    rough, but that's good! Send your second shot through the rings, keeping a
    reasonable distance from the stream on the left. If done properly, you'll have
    a short approach shot or long putt for your third stroke, and a short par putt.
    ---Every Which Way!---
    Fairly tough. Aim for the left side of the first ring with a long iron. Use an
    iron on your second shot to hit the other ring. Your third stroke is crucial,
    since you'll be aiming for the green from the rough.
    ----------------------------------Koopa Park-----------------------------------
    Drive the ball to the right edge of the fairway, near the rings. Hit the ball
    through the rings with a fairway wood or a long iron, using backspin if you
    need a little more loft. You should now need just a mid-iron shot to reach the
    green for a possible birdie putt.
    ---Arch at Forked Creek---
    Use a straight shooter like Yoshi to hit the very center of the ring. Then
    angle the ball on your second shot, and if done properly, you'll hit the green
    and get your ring.
    ---Switchback Swinging!---
    Use a driver with backspin to get the power and distance needed to clear the
    first ring. Use a mid-iron to hit the second ring. If you're lucky, you'll
    eliminate the last ring and reach the green on your third shot, setting up an
    easy birdie. A tough hole for someone like Plum.
    I think they bend the rules a little here... The ring is small and very well-
    hidden! Look just a little left from the tee. Aim a bit left and in front of
    the ring. Focus on going through the ring on your second shot, and from there
    approach carefully so you can one-putt.
    ---Power Past the Pond!---
    Use a middle iron on your tee shot, and aim for the right edge of the fairway
    while being careful to stay out of the lake. From here, you should be able to
    hit the ring and get near the green on your second shot. If you don't have a
    hard-hitting character, your approach shot may be from a bunker, but that's OK.
    ---Arches Here & There---
    You can find McDonald's eateries all over the world, but that's not what these
    arches are for. Use a low drive from the tee to hit the first ring. Use an
    under-hit iron to reach the left side of the second ring. From here, you'll
    usually need to aim for the front of the final ring so you can clear it on
    your approach shot. Watch out for the heavily sloped green.
    --------------------------------Shy-Guy Desert---------------------------------
    ---The Anthill Bunker---
    Hit a power drive accurately. From here, use a low, slightly under-hit driver
    or 3-wood to hit through the ring in the bunker. You'll usually wind up in the
    bunker, but thankfully you still have three more shots to approach and putt for
    ---Cactus Arms---
    1. Shoot a long, accurate drive.
    2. Lay up behind the ring (near the cacti) on your second shot.
    3. Use a wedge or short iron to shoot through the ring, avoiding any cactus
    4. Make a good approach shot.
    5. Putt for par.
    ---Pyramid Ring---
    Very tough, especially for weaker hitters. Hit your tee shot onto the fairway,
    a little right of the ring. Everything surrounding the pyramid is OB, so don't
    overshoot. On your second shot, it's usually best to use a power shot and a
    mid-iron. This way, you'll get the loft needed to go through the ring and the
    distance necessary to avoid the massive OB area. From here, you'll have to make
    a good approach shot and one-putt.
    ---Center of the Bull's-Eye---
    Use a mid-iron with backspin to hit the ball through the trio of rings - and
    into the bunker. From here, your ball will probably be pretty deep in the sand.
    A good approach (use high trajectory if necessary) and a one-putt will be
    needed to save par and win.
    ---Shoot for the Stones!---
    Hit a good drive onto the island before the green. From here, use a short iron
    to hit the ring on the rock. Use a little more oomph than you think you'd need.
    You'll land in the "waste area," but there's no way to avoid it. Reach the
    green with a tough approach shot (because of the conditions), and then putt on
    the hilly green.
    ---Sand Dune Summit---
    Aim your tee shot at either side of the fairway, preferably the small island on
    the left. Focus on hitting through the ring on your second shot, landing on the
    fairway if possible. From here, with good play you may be able to use a four-
    wood to make the green for a birdie putt. Otherwise, you could be spending a
    lot of time in the bunkers.
    --------------------------------Yoshi's Island---------------------------------
    ---Doughnut Hole---
    A slightly old-fashioned spelling. Use a long iron with backspin to clear the
    ring and hit into the bunker. Then hit a good approach shot with your sand
    wedge to set up a tricky par putt. The green is nasty, and it's easy for your
    approach to roll to the back of the green.
    ---Scraping the Cliff---
    The two rings here are located along cliffs, and they're pretty close together.
    Use something like a 2-iron from the tee to hit the first one. On your second
    shot, use a wood or long iron to hit the ring. You might want to use spin on
    the right side of the ball so it'll curve closer to the green. From here,
    you've got a 40-yard approach shot and - it is to be hoped - a par putt.
    ---Dunk the Bunker!---
    A hard hitter helps here. Hit a normal drive, use a wedge to hit into the ring
    (and usually land in the bunker), make a long approach shot, and putt for par.
    ---Drop into the Valley!---
    Again, you'll be hitting into the bunker and attempting a sand save. Use a mid-
    iron with backspin to hit through the rings. A powerful player can get more
    loft because sluggers can use a shorter club to get the same distance as a
    lighter hitter with a club a notch or two higher.
    ---Arches in the Hills---
    Use a low power drive to hit the ball through the arches. Then use a long iron
    to reach the green for a birdie putt or a short approach. Use backspin if you
    need help clearing the hill on your second shot.
    ---Zig and Zag---
    Just keep going from island to island, hitting woods to reach the first two
    rings. On the third shot, use left-to-right spin to keep from going into the
    water. Straightforward but long. One of the easier birdies in Ring Shot mode.
    ----------------------------------Boo Valley-----------------------------------
    ---The Bottleneck---
    Boo Valley's Hole 1 forces you to keep the ball low. Do so and you'll finish it
    with ease. If you can get past that elevated green, you'll birdie thanks to the
    flat green.
    ---Past the Peak---
    Aim for the right side of the fairway on your drive. Then use right-to-left
    spin with a mid-iron to hit the ring and keep the ball in bounds. If you're
    lucky, you'll have a short approach shot from the rough and a par putt. The
    green is pretty tricky, too.
    ---The Egg Hill---
    Use a long iron to hit onto the high hill to the right. From here, shoot for
    the ring, aiming for wherever there's fairway. Club down a notch or two since
    you're hitting so far down. You'll need to be accurate on the long third shot
    to score par.
    ---Emerging from the Mist---
    Something about this name sounds hard. Use a short iron to hit onto the small
    strip of fairway to the far right in front of the rings. Soar through the rings
    on your approach shot, then putt for par.
    ---Valley in the Valley---
    This too sounds difficult. Use a fairway wood to hit the first ring with ease.
    Then turn left and hit the second ring with a low mid-iron. Again, you'll have
    a long (and hilly) approach shot and a tough par putt.
    ---Duck and Dodge!---
    To hit the ring, you'll have to hit onto the cliff - which has a tiny piece of
    fairway on it. Use a wood or long iron with backspin to keep it on the hill by
    minimizing roll. You can reach the green in two, but depending on the wind and
    your character's power, it may be safer to lay up on one of the islands. The
    use of power shots helps a lot here.
    ---------------------------------Mario's Star----------------------------------
    ---Bloober Calamari Rings---
    This hole is shaped like the Blooper Nanny from Super Mario Bros. 3. And like
    most of the Mario's Star Ring Shot holes, it's extremely tough. Hit a standard
    tee shot with your one-wood or three-wood, although you might want to keep it a
    little low. Hit a long iron through the next ring and onto the fairway. The
    third shot is crucial, since you must hit through one more ring AND reach the
    miniscule fairway. Use sidespin and/or topspin. If you do it right, you'll have
    to one-putt for par. This is the easiest Mario's Star Ring Shot hole. Yikes.
    ---Skull & Bones---
    First use a mid-iron to hit through the first ring, trying to avoid the bunker.
    Hit your next shot onto any old piece of fairway. It'll be from the rough, so
    be careful. From here, use an iron to clear the next ring. You'll have a long
    approach shot and a murderous putt left to complete this hole in par.
    ---Bowser's Big Mouth---
    Hit your tee shot a little short of the wide strip of bunker to set up your
    second shot. This is tough. You must arc the ball through all three rings, and
    if the ball lands in Bowser's "mouth," it'll be OB. Use a mid-to-short iron
    with power and you should have a short approach shot and a nasty putt.
    ---Lakitu's Glasses---
    Use a short iron to hit the ball through the spot where the rings overlap. If
    you do it just right, you'll eliminate both rings and land in the rough. From
    here, you can reach the green. If you land in the bunker, start over.
    ---Sorry, Bob-omb!---
    Power helps a lot here. Aim just south of the Bob-Omb's "fuse" for your tee
    shot. This next shot is possibly the single-hardest in the game. Use a short
    iron with power to achieve sufficient loft to get through both rings. Your ball
    will land on a sloped rock, and if it doesn't go far enough, the ball will roll
    into the water. If all goes well, you'll face a tough leaning shot from the
    rock. Either way, you have three more strokes left, so you should be able to
    make par or even a birdie if you shoot well and stay dry. The green is
    pretty steep.
    ---Princess Peach's Ring---
    I assume this is a decorative ring and not an engagement ring! Anyway, this
    hole is another toughie. Hit a mid-iron with topspin to hit the tiny ring to
    the left. From here, hit an ultra-tough shot from the bunker to the tiny green,
    probably with a short iron. Last comes a potentially tricky par putt.
    Tournament Cameos                                                    [CAMEO]
    Mario Golf contains 117 players, but you can't play using the vast majority of
    them, because most of them only make cameo appearances in Tournament Mode. I
    made a list of these characters back in 2000 for my own use, and now I've
    revised it and published it for the whole world to see, enjoy, and complain
    NOTE: You cannot play using Kobe Bryant, Link, Ken Griffey Jr., Boo, or any of 
    the players listed below, except for those marked with "MG" in the "source" 
    I repeat: The only players available for play are those listed with an "MG."
    You won't even see them except on the tournament leaderboards.
    Andy          NIN?
    Andross       SF       A very bad guy
    Armond        NIN      Armond Williams
    Baby Bowser   YI/MP    MP's Baby Bowser is probably modern-day Bowser Jr.
    Baby Mario    MG       This tot annoys a lot of people when seen with Mario
    Big Bob-Omb   SM64     Boss of Bob-Omb Battlefield; not too tough to beat
    Big Mr. I     SM64     Appears in the Ghost House and other dark spots
    Big Penguin   SM64     Race them in Cool, Cool Mountain and ride one at #10
    Bill          SF?      A Star Fox friend or a Nintendo translator Trinen
    Bloober       SMB3     This squid causes trouble, but can he putt?
    Bob-Omb       SM64     This classic meanie can be a friend in SM64
    Bonooru       OoT      A dancing scarecrow; brother of Pierre
    Boo           SM64     You know this ghosty; host of the Boo Clasic [sic]
    Bowser        MG       Mario's longtime nemesis can hit the ball really far
    Bub           BAM      The dino star of Acclaim's Bust-A-Move series
    Bubba         SM64     This fish is like Boss Bass for Tiny-Huge Island
    Buzzy Beetle  SMW      This shelled creature doesn't appear as often nowadays
    Chain Chomp   SM64     Set him free to earn a star in Bob-Omb Battlefield
    Charles       NIN      Charles Martinet provides the voice of Mario and others
    Charlie       MG       Perhaps the worst golfer in Mario Golf
    Cheep Cheep   SM64     He spends most of his time in water hazards
    Chill Bully   SM64     This one-time enemy guards a star in Snowman's Land
    Christian     NIN      Christian Phillips; a game developer
    Chuckya       SM64     This Bob-Omb-like guy throws you around
    Colin         NIN?
    Dampe         OoT      The gravekeeper of Kakariko Graveyard
    Darunia       OoT      The temperamental boss of the Gorons
    David         NIN      David White; did some voices
    Deku Scrub    OoT      These guys spit seeds at Link and price-gouge junk
    Dex           NIN      Dex Manley; did some voices
    DK            MG       The king of swing can really whack that ball!
    Dorie         SM64     She gives you a ride in the Hazy Maze Cave
    Ed            NIN?
    Erich         NIN?
    Falco L.      SF       Falco Lombardi; a good but arrogant pilot
    Faran         ?        Maybe from a game called Golden Sun (not confirmed)
    Fire Bros.    SMB3     One of the rarest enemies in Super Mario Bros. 3
    Fly Guy       SM64     Bounce on this Shy-Guy to get a lift!
    Fox           SF       This fox is the star of the Star Fox series
    Gail          NIN      Gail Tilden; a long-time game translator
    Goomba        SM64     These classic mushrooms appear after the longest putts
    Goron Kid     OoT      This Goron is Darunia's son; name varied in Zelda 64
    Greg          NIN      Greg Richardson; a translator
    Haley         NIN      Haley Burns; did some voices
    Hammer Bros.  SMW      These meanies bonk Mario with hammers
    Harry         MG       A pretty good golfer with a beard that hides his mouth
    Henry         NIN?
    Ingo          OoT      A greedy guy at the ranch
    Inpa          OoT      Should be Impa; Princess Zelda's nursemaid/bodyguard
    Jen           NIN      Jen Taylor; did some voices
    Jessica       NIN      Jessica Chisum; did some voices
    Kate          NIN      Kate Fleming; did some voices
    Ken           MLB      Ken Griffey Jr.; then a center fielder for the Mariners
    King Zora     OoT      The king of the aquatic fish-people
    Kobe          NBA      Kobe Bryant; plays hoops when not getting in trouble
    Koopa         SM64     This turtle even gets a course named after him!
    Lakitu        SM64     Throws Spinies and operates the camera
    Larry         SMW      The youngest of the Koopalings
    Lemmy         SMW      The clown prince of Koopalings
    Link          OoT      The star of the Legend of Zelda series
    Ludwig        SMW      The oldest of the Koopalings
    Luigi         MG       Mario's brother isn't the best golfer in the game
    Malon         OoT      A young rancher who loves horses
    Maple         MG       One of the best Mario Golfers; only appears here
    Mario         MG       You know him! He can hit the ball pretty well
    Mark          NIN      Mark Dias; did some voices
    McCloud       SF       Might be a redundancy of Fox; could also be James
    Metal Mario   MG       A hard-to-find character who slugs the ball
    Michael       NIN?
    Michelle      NIN      Michelle Powers; a translator
    Mido          OoT      The bully of Kokiri Forest
    Mike          NIN      Mike Madeoy; did some voices
    Monty Mole    SM64     A subterranean pest; appears after some long putts
    Morton        SMW      This Koopaling has a different skin tone from the rest
    Mr. I         SM64     The smaller version of Big Mr. I
    Nabooru       OoT      The second-in-command of the Gerudos 
    Navi          OoT      This fairy serves as Link's camera
    Paratroopa    SMW      A flying Koopa
    Pauline       DK       Mario's first princess from Donkey Kong
    Peach         MG       The princess is the best golfer early on
    Penn          NIN      Penn Badgley; did some voices and is star of a TV show
    Phil          NIN      Phil Sandhop
    Pidgit        SMB2     A half-forgotten Subcon carpet-rider
    Pierre        OoT      A dancing scarecrow; brother of Bonooru
    Pigma         SF       Pigma Denmar, a pig
    Podoboo       SMW      This ball of fire appears near lava
    Plum          MG       Perhaps the least-remembered Mario Golfer
    P. Zelda      OoT      Hyrule's princess
    Rauru         OoT      The first sage
    Red Beezo     SMB2     This enemy from the past tries to poke you
    Rex           SMW      This dinosaur isn't as nice as Barney
    Rutooo        OoT      A misspelling of the Zoras' princess, Ruto
    Saria         OoT      Link's friend/girlfriend from the Lost Woods
    Scuttle Bug   SM64     These orange spiders appear in dark locations
    Sheik         OoT      I won't tell you who he is
    Shy-Guy       YI       This masked guy has his own golf course
    Skull Kid     OoT      This masked guy causes trouble in Majora's Mask and TP
    Sledge Bros.  SMB3     Giant Land's version of Hammer Bros.
    Slippy        SF       A goofy toad
    Snifit        SM64     These Shy-Guys spit projectiles at heroes
    Sonny         MG       This perky golfer wears a hat
    Spike         SMB3     This rare Spiny-like enemy throws spiked balls at Mario
    Spiny         SM64     Don't stomp!
    Star Wolf     SF       A Star Fox villain
    Sumo Bros.    SMW      A rare character who tries to set Mario on fire
    Talon         OoT      A good-natured, bumbling rancher; Malon's dad
    Terry         NIN      Terry Gangstad; did some voices
    Tim           NIN?
    Toad          SM64     Peach's attendant waves the out-of-bounds flag
    Tom           NIN?
    Ukkiki        SM64     A mischievous monkey on Tall, Tall Mountain and on flags
    Unagi         SM64     Eel in the sunken ship; named for a kind of sushi
    Wario         MG       A hard-hitting nemesis of Mario
    Wendy O.      SMW      The only Koopalette
    Whomp         SM64     These Thwomp-like enemies occupy Whomp's Fort
    Wiggler       SM64     A caterpillar who gets mad when stomped
    Yoshi         MG       Mario's dino pal shoots straight and pretty far
    That's 117 cameo players by my count. The abbreviations in the "Source" column
    indicate the game where the character had most recently appeared (as of summer
    MG   - Mario Golf
    MP   - Mario Party
    OoT  - The Legend of Zelda: Ocarina of Time
    MLB  - Ken Griffey Jr.'s Slugfest
    NBA  - Kobe Bryant in NBA Courtside
    SF   - Star Fox 64
    SM64 - Super Mario 64
    YI   - Super Mario World 2: Yoshi's Island
    SMW  - Super Mario World
    SMB3 - Super Mario Bros. 3
    SMB2 - Super Mario Bros. 2
    DK   - Donkey Kong (the arcade game)
    BAM  - Bust-A-Move 2
    NIN  - Nintendo programmer/developer
    ?    - Unknown - most likely Nintendo employee or Star Fox character
    Vinny's Records                                                      [RECRD]
    As a proficient Mario Golfer, the following are my personal best scores. These
    were achieved using Metal Mario, the best-hitting golfer in the game, or Maple,
    the longest-hitting straight shooter. Feel free to send me an e-mail if you
    happen to break one of these records. I might even include your record in a
    future update of this guide! I divide these records into two sets: Non-
    emulated, which were achieved using a real N64 and a real cartridge, and
    emulated, which used an emulated version of the game with frequent save states.
    It's OK to use the Mulligan Glitch to break either set of these records, but no
    fair using a game enhancement device.
    Non-emulated (using a real N64 and an official, genuine U.S. Game Pak):
    Toad Highlands      61 (2006) 
    Koopa Park          58 (2006) 
    Shy-Guy Desert      58 (2001) 
    Yoshi's Island      62 (2006) 
    Boo Valley          57 (2006)
    Mario's Star        60 (2006)
    Longest drive: 326.1 yards
    ---Speed Golf---
    Toad Highlands      69 13:32:33 (2006)
    Koopa Park          71 14:22:73 (2006)
    Shy-Guy Desert      69 13:20:10 (2006)
    Yoshi's Island      69 14:47:06 (2006)
    Boo Valley          (No score)
    Mario's Star        (No score)
    Emulated (using Project 64 and frequent save states):
    Toad Highlands      49 (2008)
    Koopa Park          49 (2008)
    Shy-Guy Desert      50 (2008)
    Yoshi's Island      51 (2008)
    Boo Valley          53 (2008)
    Mario's Star        51 (2008)
    Longest drive: 353.9 yards
    Version History                                                      [VERSN]
    I bet you find this REALLY interesting. Note that I worked on the Tournament
    Cameos on 12/8/07, 12/10/07, and 12/28/07.
    Date    | Version | Size |
    8-14-08 |  0.15   | 32KB | Began guide.
    8-15-08 |  0.25   | 38KB | Worked on Ring Shot stuff.
    8-16-08 |  0.35   | 43KB | Made some progress.
    8-17-08 |  0.45   | 49KB | Completed 30th Ring Shot hole.
    8-18-08 |  0.48   | 49KB | Didn't do much.
    8-19-08 |  0.5    | 50KB | Did very little.
    8-20-08 |  0.6    | 60KB | Completed Ring Shot and 25% of the course guides. 
    8-21-08 |  0.7    | 69KB | Up to about 55% of course guides. Tropical Storm Fay
                               has hampered progress.
    8-22-08 |  0.8    | 80KB | Completed course guides.
    8-23-08 |  0.85   | 85KB | Nearing completion.
    8-24-08 |  0.9    | 88KB | Proofread 40% my guide. I should note that this is
                               the first anniversary of the day I began my first
    8-25-08 |  0.99   | 96KB | Finished things up.
    8-26-08 |  1.0    | 97KB | Made a couple of additions.
    3- 2-09 |  1.1    | 99KB | Finished updating/correcting various things.
    3- 9-11 |  1.2    |100KB | Added a note about a hidden song and the Wii
            |         |      | version's lack of GBC compatibility.
    Copyright                                                            [COPYR]
    (c) 2008-2011 Vinny Hamilton. All rights reserved.
    All trademarks mentioned in this guide are copyrights of their respective
    You can print this guide out for your personal use.
    You can download this guide to your computer for your personal use.
    You can post this guide on your Web site as long as you give proper credit AND
    you don't change a single letter, number, or symbol (not even an ampersand).
    Remember that the latest version will always be available at GameFAQs.com, but
    don't count on there being frequent (if any) updates.
    You can translate this guide into a foreign language (British, Southern,
    Australian, and New Yorker are not considered foreign languages) and post the
    translation on your Web site as long as you ask permission first.
    You can't post this guide on your Web site and then say you wrote the guide
    You can't post this guide on Web sites that contain (or have links to sites
    that contain) explicit depictions of naked humans (also known as pornography),
    racism, gambling, or flattery of totalitarian regimes.
    You can't post this guide on your Web site if you're going to change anything
    in this guide that took me so long to write.
    If you don't comply with these guidelines, your hard drive will be reformatted
    inexplicably and you will suffer from constipation for the rest of your life.
    Heed this warning.
    Contact Information                                                  [CONTC]
    If you have any questions or comments about this guide, please send an e-mail
    to VHamilton002@gmail.com. That's zero-zero-two, by the way. Remember that not
    all e-mail messages will be read. Please follow these guidelines:
    Do include "Mario Golf" in the subject line.
    Do send polite suggestions for ways to make this walkthrough better.
    Do tell me about any errors or omissions you find, especially with the
    tournament cameos.
    Do ask any questions you have about Mario Golf gameplay. I will respond
    eventually if you follow all of these rules.
    Do tell me if you break one of my records.
    Do make a reasonable effort to use decent spelling, grammar, usage,
    punctuation, and capitalization so that I can understand what you're trying to
    Do use patience. I check my messages quite sporadically.
    Do not send spam, pornography, chain letters, "flaming," or anything that
    contains profanity or vulgarity. Again, violation of this rule will result in
    deletion of the message and permanent constipation.
    And lastly, a public service message: Fight for and affirm the rights of all
    humans, regardless of race, age, or creed! And... Don't forget to eat your five
    fruits and vegetables today for better health. Nobody's going to read this,
     - For my crazy neighbors who stole the U-Haul in 1999

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