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    Club Guide by dancer62

    Updated: 06/03/11 | Printable Version | Search This Guide

    Pangya Fantasy Golf for PSP 
    Club Set Statistics FAQ
    by Dancer62
    
    OVERVIEW
    
    Pangya Fantasy Golf is a unique golf game for the PSP, with both a
    RPG story mode and a tournament mode.  It's got the cuteness of Hot
    Shots Golf with an over-the-top anime plot and a cast of off-the-wall
    characters.  What would be skill points in an RPG are attributes of
    clubs, balls, rings, and characters.  Combining the strengths and 
    weaknesses of characters and club sets, modified by golf balls and
    attribute rings, allows for changing range, ease of hitting perfect
    (or acceptable) shots, and ability to make special shots.
    
    There is a total of 22 club sets and 18 playable characters.  The game
    starts with two characters, Scout and Hana, and playable characters are
    unlocked through completing Story chapters. 
    
    Story mode has chapters for each of the main characters.  Since the 
    character choice is fixed in each chapter, it is important to utilize
    club set, golf ball, and booster item attributes to capitalize on the
    strengths and minimize the weaknesses of that character in order to
    complete their set of missions.   
    
    This guide is intended to help in selection of appropriate club sets
    for the game characters, and how to modify the attributes by using
    special golf balls and attribute boosting rings.
    
    I'd point out that huge aspects that make the game unique, like story,
    Course strategies, use of potions and charms, and the intricasies of
    collecting costumes are beyond the scope of this guide.   
    
    
    ATTRIBUTES    
    
    Clubs and playable characters have five attributes:
    
    Power affects maximum range, needed for reaching the green in a 
    reasonable number of shots, as well as shooting over hazards.
    Power also increases the speed of the swing meter, thus reducing
    the effect of Control. Power is then a trade-off, high power is
    good, but only when it doesn't compromise control. 
    
    Control affects the speed of the swing meter, and thereby the timing
    for setting swing power and hitting the ball.  The faster the swing
    meter moves, the more difficult is to hit a perfect shot (maximum
    power and hitting the Pangya "sweet spot).  Missing the timing at
    the top end of the gauge compromises range, missing the timing at
    the lower end of the swing meter leads to an inaccurate shot, or
    even a missed swing.  Control above 13 is good, but remembering that
    Power increases the speed of the swing meter and reduces effective 
    Control, a higher Power statistic demands a higher Control statistic.
    The better your reflexes and the more consistent your sense of timing
    are, the more you can compromise Control, it's up to the individual.
    The AI opponents never miss swings, rarely make mistakes like shooting
    out of bounds or into hazards or traps, and usually sink 20+ yard putts
    with ease, so the consequences of a wild or muffed shot on the player's
    part are severe in terms of mission completion.  
    
    Accuracy affects the width of the pink zone surrounding the white
    Pangya "sweet spot" at the bottom of the swing gauge.  The wider the
    pink zone, the greater the tolerance for slight errors in timing at the
    bottom of the swing.  Stopping the swing gauge in the white zone 
    results in a perfect straight Pangya shot.  Either side of the white
    zone but still within the pink, is an acceptable shot, but the larger
    the error, the larger the hook or slice from the ntended path. Missing
    the pink zone entirely results in a muffed shot, wasting a stroke.  In
    general, Accuracy above 10 is good, how close you can shave it is up to
    your reflexes.  If you are missing shots, or swings, you may need more
    Accuracy or Control, or both.   
    
    Spin affects how much you can vary the vertical strike point on the ball
    with the analog nub to apply forward or back spin to modify the 
    trajectory and roll of shots.  Forward spin is useful for making low
    shots under obstacles, and for increasing roll out after the ball hits 
    the ground.  Backspin is useful for increasing the height of the 
    trajectory to get over an obstacle, and for reducing the roll after the
    ball hits the ground, to prevent overshooting the green.    
    
    Curve affects how much you can vary the horizontal strike point on the 
    ball with the analog nub to apply fade to curve around obstacles.  
    
    There are also special shots, for specialized purposes, that are affected
    by the Power, Control, and Accuracy statistics.  Because special shots
    are an order of magnitude more difficult to use properly with complex
    control inputs and much tighter timing, they greatly increase the chance
    of a muffed swing.  Since the AI players are quite formidible, and a
    muffed swing often means a failed mission or lost tournament, I save
    special shots for the most dire situations where taking the risk is the
    only possibility of success.  There are potions and charms from the
    Equipment Shop and the Papel Shop Lottery that can increase the chance of
    a perfect shot.  As an illustration, my Panga (perfect) shot rate overall 
    is 58%.  My unassisted success rate for the more complex special shots like
    Tomahawk or Cobra is only one in three or four. 
    
    COMBINING ATTRIBUTES
    
    Attributes are additive, for example, a character with a Power of 9,
    using a club set with a Power of 10, would have a Power characteristic
    of 19.  Finding a workable combination of attributes for range and
    precision is crucial to being competitive in the game.   
    
    In Story Mode, each of the main characters has a chapter with several
    3, 6, or 9 hole matches against other characters or for score.  In
    Tournament Mode, any of the currently unlocked playable characters can
    be selected. 
    
    Best compromise sets of statistics vary depending on the mission. For
    Chip-in and Hole-in-One missions, precision and repeatability is vital,
    so high Control and Accuracy are necessary, while Power is not important.
    For Score missions, Matches, and Tournaments, the yardage to reach the green
    in as few shots as possible is most important, so Power, even at the 
    expense of precision, is vital.  Some courses need other considerations,
    Wiz Wiz has lots of obstacles, so Spin and Curve have greater relative 
    importance, while in Deep Inferno, the need to loft over obstacles plus
    long distances to the green relative to par require an emphasis on Power
    and Spin.   
    
    HOW TO GET CLUBS
    
    Club sets are unlocked in three ways, through winning them in Story 
    missions or tournaments, through unlocking them for purchase in the
    Equipment Shop through Experience Level, or by winning them in the Papel 
    Store Lottery.  
    
    In Story Mode, the winning of club sets is part of the story.  One
    of the best balanced club sets, the Holy Air Lance Set, is won in
    Story Mode.      
    
    Each completed mission, chapter, tournament, or license test yields
    Pang (game money) and experience points.  Experience points accrue
    toward Rank levels, with five promotions within each main rank, from E
    to A, starting at Rookie F and progressing to World Master A.  At
    various points, new club sets are unlocked in the Equipment Shop. The
    Twin Feathers Set, one of the most useful in-game sets, is unlocked 
    in the Equipemnt Shop thorugh experience points.
    
    Some outstanding sets, for example, the Piko Piko Hammer Set, are won in
    the Papel Shop Lottery.  The way the lottery works is:  each calendar day,
    by the PSP internal clock, a new set of rare items is available for the
    lottery, usually costume items, sometimes club sets.  Entering the lottery
    costs 200 pang, for which you get one to five chances to fill nine blank
    item slots.  Each entry has a random selection of nine possible wins,
    slots for balls/potions/charms show up as black silhouettes, while chances
    for rare items show up as shiny silhouettes in the win window.  There is
    some discussion on the Gamefaqs Pangya message board about whether the
    number of stars or the presence of shiny stars in the background increases
    the chances of a rare win.  I've played the lottery hundreds of times, and
    haven't notices a particular correlation, OTOH, I've never seen a shiny
    item slot appear without shiny stars in the background.  The lottory can 
    be a very frustratinig experience, easily consuming thousands of Pang
    without winning the desired item.  A way around this is to turn Autosave
    OFF in the options mentu, and after a fruitless seeeion in the Papel Store,
    exit the Store without saving, and reload the previous saved game for 
    another try.  Note that reloading a saved game will often turn the Autosave
    back ON, remember to turn it off again in the options menu before going back
    to the Papel Shop. 
    
    ATTRIBUTE BOOSTERS    
    
    Attribute boosting rings are available in the Equipment Shop.  They are 
    expensive, but can save a lot of frustration.  A Power Ring will add +1
    to power, a Control Ring will add +1 to Control, an Accuracy Ring will
    add +1 to Accuracy, etc.  More complex rings are available at Pro E level,
    and special rings are awarded as prizes for completing ALL license tests
    for a course.    
    
    Similarly, golf balls (Aztecs) have characterisics that can modify
    statistics to a small degree, for example, the Blue Star Aztec adds +2 to
    Control, the Baseball Aztec adds +1 to Power and +1 to Accuracy, etc.
    Balls are available in the Equipment Shop, availability depending on being
    unlocked through experience levels.  Some balls not yet unlocked for
    purchase in the Equipment Shop can nonetheless be won ine the Papel Shop
    lottery, a valuable source of items, especially in the early game.  Some
    golf balls are obtainable though Story missions.  Golf balls are consumed 
    at the rate of one per hole, so the special golf balls like the Holy Aztec
    and Dark Aztec obtained through missions are not replaceable until unlocked
    at high rank, and must be conserved until really needed. 
    
    Papels other than the beginning default can add bonus statistics.  For each
    20 items of clothing purchased, a new Papel is earned.  I only have the first
    additional one, the Striped Papel, which adds Control +1. The cheapest 
    costume items are 200 Pang, so it is necessary to spend a minimum of 4000
    Pang to earn a new Papel.  Clothing costs increase rapidly, 300, 500, 700,
    1000, 1200 Pang, so it will take many thousands of Pang to earn additional
    Papels. 
    
    I also understand that in the online PC game Pangya/Albatross 18, clothing
    items have bonus stats, but this is not true in the PSP version.  In the
    PSP game, Clothing does earn bonus Pang the first time it is worn, 10% of
    the amount won in the match/tournament for each new item of clothing worn. 
     
    STATISTICS TABLES 
    
    I've compiled a list of club sets, characters, and balls, with a tabulation 
    of attributes that should be useful in setting up combinations for missions
    and tournaments.  I've also noted how the clubs are obtained. 
    
    
       
    CLUB SETS
                 Power  Control  Accuracy  Spin   Curve   
    
    
    Lucky Air Lance..           beginning set
    
                   4       13       8        2       2
    
    Air Lance Set..             Equipment Shop 
    
                   6       12       8        2       2
    
    Baseball Bat Set...         Equipment Shop
    
                  11        6       6        3       8 
    
    SV Afterburner Set...       Equipment Shop
    
                  13        4       4        7       3
    
    Household Goods Set...      Max Chapter 2
    
                  11       10       7        5       5  
    
    Medieval Arsenal Set..      Kooh Chapter 2
    
                  16        4       4        5       5
    
    SE Afterburner Set ...      Papel Shop Lottery
    
                  12        9       5        5       3
    
    Twin Feathers Set...        Equipment Shop
    
                  14       10       8        6       8
    
    Umbrella Set..              Equipment Shop
    
                  15        8       4        2      10 
    
    Piko Piko Hammer Set..      Papel Shop Lottery
    
                  15        10      8        1       2
    
    Golden Twin Feather Set...  Win All Tournaments
    
                  17         9      4       13       4
    
    Magical Cane Clubs..        Papel Shop Lottery
    
                  16         8      9        4       6
    
    Air Lance II Set..          early tournament win  
    
                   8        8       7        4       7
    
    Wooden Practice Set..       Equipment Shop
    
                  12        8       5        4       4
    
    Celestial Blades...         Papel Shop Lottery
    
                  17        8       6        4      13  
    
    Holy Air Lance Set...       Scout Chapter 2
    
                  14        8      10        8       5
    
    Soul Reaper Blades..        Equipment Shop
    
                  17        6       4        8       4
    
    Mike Set...                 Equipment Shop
    
                  15       10       6        6      10 
    
    Merry Christmas Club Set..  Papel Shop Lottery
    
                  15       12       7        3       5
    
    Bloody Thrall Set,,,        Papel Shop Lottery
    
                  18        8       7        5       6
    
    Rusty Soul Set..            Papel Shop Lottery
    
                  19        8       5        6       6
    
    Golden Spike Hammer..       World Master A
    
                  79        4       4        2       2
     
    
    CHARACTERS
    
                Power   Control   Accuracy  Spin  Curve 
    
    Scout          9        8       9        2       2
    
    Hana           8        9       9        2       2
    
    Uncle Bob     11        5       4        5       2
    
    Cecilia       10        9       7        1       5
    
    Max           12        7       6        1       1
    
    Kooh          10        6      11        3       1
    
    Arin          10        7       9        3       2
    
    Kaz           12        6       7        2       2
    
    Cien          12        8       6        4       2
    
    Pippin         8       10       8        3       3 
    
    TitanBoo      12        2      13        2       2
    
    Lola           9       10       8        1       1
    
    Quma          11        7       5        2       2
    
    Tiki           8        9      10        3       3
    
    Brie          11        5       7        3       5
    
    Mingty         9        9      10        2       2
    
    Dark Titan    13        1      12        1       1
    
    Keeper        14        2       6        1       1
    
    
    AZTECS (GOLF BALLS)
                Power   Control  Accuracy  Spin   Curve 
    
    
    Standard       0        0       0        0       0
    
    Bomber         2        0       0        1       1
    
    Blue Star      0        2       0        0       0
    
    Love Love      0        0       2        3       0
    
    Fortune        0        0       0        2       8
    
    Baseball       1        0       1        0       0
    
    Clover         0        1       0        1       0
    
    Soccer         0        0       0        8       2
    
    Watermelon     1        0       1        5       5
    
    Halloween      0        1       1        0       0
    
    Dark Aztec     2        0       2        3       0
    
    Holy Aztec     0        2       2        2       2            
    
    
    CONCLUSIONS
    
    After I compiled this table, it became obvious why I find
    Uncle Bob's missions among the more difficult, since he has good 
    Power but poor Control and Accuracy.  Max, on the other hand, 
    is fun to play, his shots have good range, and his marginal 
    Control and Accuracy can be compensated for by selection of 
    golf ball and ring.  Although not a main character in Story Mode,
    Mingty appears to be the best balanced character for Tournaments. 
    
    The Twin Feathers Set is my favorite set, followed closely by the
    Holy Air Lance Set and the Piko Piko Hammer Set. In the early
    game, it's advisable to upgrade to the Air Lance Set as soon as
    possible, and the Air Lance II set is very useful and earned
    early on.   
    
    In Story mode, you can compensate to some degree for weaknesses
    in the character you're playing by selection of golf ball.  The 
    Baseball, Love Love, and Halloween Aztecs are available early,
    and are very useful.  Special aztecs like the Blue Star and
    Watermelon can also be obtained in the Papel Shop Lottery before
    they are available in the Equipment Shop. The Power +1 ring, the
    Control +1 ring, and the Accuracy +1 ring are also available early
    in the equipment shop, and each is well worth the 4000 Pang cost. 
    
    For example, Chapter 2 Scout, equipped with the Twin Feathers Set,
    the Baseball Aztec, and the Power +1 ring has the very respectable 
    statistics of 25 power, 18 Control, 18 accuracy, 8 spin, and 10
    curve.           
    
    A lot of the club sets, like Household Goods and Medieval Arsenal,
    are very clever and fun, worth collecting but not really 
    competitive for completing missions or tournaments.            
    
    I hope you find this information useful, and that you have as
    much fun with Pangya Fantasy Golf as I do!