PS2 Walkthroughs: Hot Shots Golf 3 Walkthrough

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Hot Shots Golf 3 Walkthrough

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OOOOOO OO  OO  OO       OOOO  OO  OO OO  OO  OO  OO
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OO  OO  OOOO    OOO     OOOO  OO  OO  OOOO    OOO OOOO

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           OO  OO OO  OO OO OO           OO
           OO  OO OO  OO OO OO       OO  OO
            OOOO   OOOO  OO OO        OOOO

                  FAQ Version : FINAL
-==-------------------------------------------------==-
Written by: Voltanis (voltanis@hotmail.com)

This FAQ is Copyright (C) 2002 by Voltanis
Hot Shots Golf 3 is a registered trademark (R) 2002 by SCEA and Clap Hanz

This FAQ, in any current, previous, and future version, may not be sold, 
copied or duplicated, in whole or in part, or be posted on any website (other 
than those listed below) or printed in any magazine, strategy guide, book 
or other publication without the expressed written consent of Voltanis 
(that's me). This FAQ is ONLY to be posted on the following websites:

www.GameFAQs.com
www.CheatCC.com
www.Neoseeker.com
www.cheathappens.com
www.IGN.com

Violators will be shot. Survivors will be shot again.


-==-------==-
Revision List
-==-------==-
1.0 (March 28, 2002)
 - First version
1.1 (April 2, 2002)
 - Fixed: Touched up a few areas, including VS Mode and Tournament Mode
 - Added: Item descriptions, almost all Loading Messages, some Capsule Info
1.2 (April 4, 2002)
 - Added: Capsule Info, the "Ayane Bug", Course descriptions
          Game mode information, Music Mode song list
          When items in the Shop become available
 - Fixed: Made Equipment section easier to read
1.3 (May 1, 2002)
 - Added: An ASCII title, new Scoring Strategies section, Golfer animations
          more Capsule info, Hole-by-hole descriptions of Mt. Sakura
          National Tournament for May
 - Fixed: unlocking some Items in the Shop, Video upgrade info
1.4 (May 22, 2002)
 - Added: Loading Message #41!!, Tournament Mode complete, more Capsule info
          Hole-by-hole descriptions of Aloha Beach
1.5 (July 1, 2002)
 - Fixed: Tournament Mode scores, info on the game crashing
 - Added: more Music Mode descriptions, Hole-by-hole strategies
          National Tournament for June, HotShots Points info
          Theory on how to improve your Player Rank
2.0 (September 2, 2002)
 - Fixed: Theory on how to improve your Player Rank
 - Added: Remaining Hole-by-Hole descriptions, the last Capsule creature
          National Tournaments for July and August, info on golfers "Giving 
Up" on a hole
          Urbs22's Golf Clinic (big Thanks!) :)
2.1 (January 1, 2003)
 - Fixed: Reformatted the document to 76 columns, should look correct now
          A few Tournament Mode scores, more Caddy quotes, added final 
National
          Tournament password
FINAL (April 22, 2003)
 - No further updates planned... if you wish to continue this FAQ, email me.

-==---------------==-
Rules for Submissions
-==---------------==-

Don't send me any further emails about things to add in the FAQ, it will not 
be read or answered.

-==-----------==-
Table of Contents
-==-----------==-
01 - General Q&A
02 - Playing the Game
        Controls
        Taking a Shot
        Spinning the Ball
        Super Techniques
        Chipping
        Putting
        HotShots Points
03 - Characters
        Golfers
        Caddies
04 - Game Modes
        Rules and Penalties
        Single Player
            Stroke Play
            Tournament Mode
            VS. Mode
            Training
            National Tournaments
        Hot Shots Slot Machine
        Multiplayer
            Stroke Play
            Match Play
        Short Course
        Interrupting Your Round
        After Your Round
        Data
            Status
            Video
            Shop
            Inventory
            Profile
            History
        Continue
        Options
05 - Courses
        Mt. Sakura Country Club
        Aloha Beach Resort
        Western Valley Country Club
        Bagpipe Classic
        United Forest Golf Course
        New Akebono Golf Course
06 - Equipment
        Clubs
        Balls
        Items
07 - Scoring Strategies
08 - Miscellaneous
        Player Rank
        Music Mode Songs
        Loading Messages
        Movie Theatre
        Locations of Capsule Creatures/Objects
        In Case You Were Wondering...
09 - Credits


-==----------==-
01 - General Q&A
-==----------==-

What is Hot Shots Golf 3 (HSG3)?
- Hot Shots Golf 3 is the PS2 sequel to the popular PSOne games Hot Shots 
Golf 1 and 2.  It is known as "Minna No Golf" in Japan and "Everybody's Golf" 
in Europe.

This game looks rather cartoony. Is it really that good?
- You bet! The game is designed to be a "pick up and play" type of game, but 
it features a great game engine, very good physics and game play. Why else 
do you think it's called "Everybody's Golf"?

Does Hot Shots Golf 3 support the PS2 Multitap?
- Yes, but it's not necessary for a multiplayer game. HSG3 will make due with 
however many controllers you have plugged in, even if you have one controller 
to be shared among four people.

Is there a Skins Game, Best Ball, or 2-Ball mode like in Swing Away Golf?
- No. I really wish there was though. Maybe in the next HSG game...

Is there a Driving Range, Putting Green or Mini-Golf mode?
- No. I miss the mini-golf mode from the original Hot Shots Golf though.

Well then, what IS in this game?
- 15 golfers, 6 courses, 6 types of clubs, 8 types of golf balls, 28 
tournaments, 60 items to own, National Tournaments... and GOBS of replay 
value and fun.

Are there any in-game cheat codes? Are there hidden golfers or courses?
- Possibly, but none have been found yet. If you do find any, send me an email 
(with an explanation of how you found it and provide proof if possible).

Were the character designs changed for the U.S. version?
- Yes, all of the character designs were changed. Some people don't mind the 
new look of the characters, some wish that Sony had kept the original Japanese 
characters, and yet others really don't care. Guess which group I fall 
into. :)

The game says "over 15 playable golfers", but I only count 15. Is the game 
lying?
Is it possible to unlock the original Japanese characters from the U.S. 
version?
- Quite possibly. The game is referring to the multiple secret outfits that 
the "New" golfers wear in VS Mode. Currently, there is no way to play as any 
of the original Japanese characters. There is a way to select Ayane from the 
Character Select screen, who IS one of the original Japanese characters, but 
doing so WILL crash your game (see Miscellaneous/In Case You Were Wondering). 
However, if you do find another PLAYABLE golfer (Ayane doesn't count, unless 
of course she really is playable), drop me a note explaining how you did it 
(and provide proof if possible).

What is that awful buzzing noise I hear on many different holes? It's 
annoying!
- Those are cicadas (insects) that inhabit the courses. Since there's no way 
to turn them off (other than playing with your TV on mute), just deal with 
it. Once you focus more on your golf skills, you'll hardly notice they are 
there.

I SWEAR this game cheats! Shots don't go as far as I intend them to go OR 
the "New" golfers in VS Mode hit almost everything in the hole! What gives?
- First of all, let me make this clear... HOT SHOTS GOLF 3 DOES NOT CHEAT. 
If a shot doesn't travel as far as you think it should, then you've forgotten 
to take something into account, whether it's your lie, the wind or what club 
you are using. As for the "New" golfers, can someone please tell me when the 
decision was made that any game that increases its difficulty level MUST be 
cheating? ALL of the characters in the game can be beaten, when you get good 
enough.

My game is locking up on the first course! How can I prevent it?
- Many people on GameFAQs HSG3 board have reported having problems with the 
game freezing while trying to load the 11th hole of the Mt. Sakura course. 
This freezing only seems to occur if it was raining on the 10th hole. Not 
all copies of HSG3 exhibit this problem either. I don't know what is causing 
the error, other than possibly a programming glitch. If you are having this 
problem and want a way to possibly prevent it, just press SELECT after 
completing the 10th hole to interrupt your round and save it. Then, reload 
it from the Continue menu to pick back up on the 11th hole. This is not 100% 
foolproof however, as some people have tried this workaround and their game 
still freezes, but try it and see what happens. If you still can't get the 
game past this point, I suggest taking your copy of HSG3 back to where you 
purchased it and get it exchanged for a different one. This problem is not 
related to the "Ayane Bug", which will cause your game to freeze every time. 
For more information about the "Ayane Bug", see Miscellaneous/In Case You 
Were Wondering.

How do I delete a save file?
- Since there is a lack of a "Delete Save" option from the title screen, the 
easiest thing to do is to simply create a new save file over an existing old 
one that you want to get rid of.

Hey, what happened to all the updates?
- Real life situations have required that I cannot spend any more time writing 
or researching things for this FAQ. If another person wants to pick up this 
project, please email me.

-==---------------==-
02 - Playing the Game
-==---------------==-

Controls
--------

Here is a listing of ALL the controls in the game:

   Navigating the Menus
   --------------------
   D-Pad     - move the hand to pick what you want
   X         - select the currently highlighted mode/option
   O         - return to the previous menu

   Selecting a Golfer (Golfer Select screen)
   ------------------
   D-Pad     - move the hand to pick which golfer you want to use
   X         - select the currently highlighted golfer
   O         - return to the previous menu
   TRIANGLE  - display the golfer on the screen
   START     - select the currently highlighted golfer and make him/her 
left-handed
   SELECT    - change outfit of currently highlighted golfer
   L1 or R1  - change which type of clubs to use
   L2 or R2  - change which type of golf balls to use

   Selecting a Course (Course Select screen)
   ------------------
   D-Pad     - move the hand to pick which options to change
               Left and Right while highlighting the course changes the 
course and tees
   X         - selects the currently highlighted option
   O         - return to the previous menu

   Before you Swing
   ----------------
	
   D-Pad     - Left and Right aims your shot
               Up and Down raises and lowers the camera
   TRIANGLE  - moves camera forward
   O         - moves camera backward
   SQUARE    - changes type of shot
   X         - starts your swing
   L1 or R1  - changes club
   L2        - camera shot of where your ball will land
   R2        - resets camera/tosses grass in the air to help judge the wind
   START     - toggles overhead camera view
   SELECT    - toggles the scorecard
   LeftStick - look around without changing your aim

   While Swinging
   --------------

   D-Pad     - any direction to apply spin to the ball or perform super 
techniques
   X         - sets power of shot when swing meter moving left
               sets impact point when swing meter moving right
   O         - cancels swing (only works if you haven't set the power)

   Putting
   -------

   D-Pad     - Left and Right aims your shot
               Up and Down raises and lowers the camera
   TRIANGLE  - moves camera forward
   O         - moves camera backward
               cancels putt (only works if you haven't set the power)
   SQUARE    - changes the putting meter strength
   X         - starts your swing
               sets the power of your putt
   R1        - makes golfer invisible (removes shadow, easier to see green)
   L2        - reverse camera view
   R2        - resets camera
   START     - toggles overhead camera view
   SELECT    - toggles the scorecard
   LeftStick - look around without changing your aim

   After you Swing
   ---------------
   SQUARE    - replay the last shot (each time from a different camera angle)
   O         - immediately skip to the next shot

   From the Overhead Camera
   ------------------------
   TRIANGLE  - zoom in
   O         - zoom out
   D-Pad     - move view
   LeftStick - move view
  
   Opponent Taunting (Multiplayer games ONLY)
   ------------------------------------------
   D-Pad Up  - crowd goes "Awww" (bad shot)
   D-Pad Down- crowd laughs
   D-Pad Left- golfer says to hurry up
   D-Pad Rght- crowd boos
   O         - crowd goes "Oooh" (impressed)
   X         - golfer gives encouragement
   SQUARE    - crowd cheers
   TRIANGLE  - crowd applauds
   L1        - caddy says to hurry up
   R1        - caddy gives encouragement
   L2        - golfer yells something annoying (with Super Distraction item)
   R2        - distracting noise (with Super Distraction item)
      
   (NOTE: These commands only work when it is NOT your turn to shoot.)

   Scorecard (between holes)
   -------------------------
   X         - go to the next hole
   SELECT    - interrupt your game and save your progress
   D-Pad     - toggle scores/symbols view
   R1        - replay the last shot

   Leaderboard (between holes in Tournament Mode only)
   ---------------------------
   X         - go to the next hole
   SELECT    - interrupt your game and save your progress
   D-Pad     - use Up and Down to scroll through the list of competitors
   SQUARE,R1 - replay the last shot


   You can press and hold L1, R1, L2, R2, SELECT and START on any controller 
to reset your game at any time and take you back to the Main Menu. If you're 
already at the Main Menu, it will take you back to the Start New Game/Continue 
screen.


Taking a Shot
-------------

Before you actually hit the ball, you need to take your current situation 
into account.

   The Lie
   -------

   The lie is where your ball is currently resting. The conditions of your 
current lie are shown on the bottom right corner of the screen. If the ball 
is rolling, this means the ball will take off in that direction; the faster 
it rolls, the more severely its flight will be affected. If it's rolling 
towards you, it will fly higher in the air and not quite as far. If it's rolling 
away from you, it will fly lower and roll more. If the ball is rolling to 
a side, the ball will initially take off in that direction. The numbers under 
the ball show the minimum and maximum amount of power that will be transferred 
from your swing to the shot. For example, if the numbers show 80~100% and 
your club hits 200 yards at full power, the ball may go anywhere from 160~200 
yards when you hit it.
	
   If you hit the ball with Perfect Impact (see The Swing), the difference 
in the numbers is reduced by one-half (an 80~100% shot becomes a 90~100% shot, 
etc). There is a technique to hit the maximum amount every time, "Super 
Perfect Impact". (see Advanced Techniques)

   Tee Shots               : 99~100%
   Fairway                 : 97~100%
   Light Rough             : 80~100%
   Heavy Rough             : 65~100%
   Bare Ground             : 80~100%
   Sand Trap (rolled in)   : 70~100%
   Sand Trap (landed in)   : 50~100%
   Sand Trap (plugged)     : 40~100%
   Sand Trap (buried)      : 30~100%
   Divot                   : 95~100%
   Cart Path               : 80~100%
   Green/Fringe            : 99~100%

   (NOTE: These ranges may vary slightly depending on the golfer, course 
conditions and seasons.)

   The Weather
   -----------

   Rainy and snowy conditions will also affect the amount of power you can 
put on a shot. All of the above values will decrease around 3% in a light 
rain or flurry and around 5% in a heavy rain or snowstorm. When it is raining, 
shots that you hit will not roll as far as they would under clear skies.

   If you see the sky turn grey as you play a hole, that's a warning that 
the next hole will have some sort of bad weather on it.

   The Wind
   --------

   The wind is represented by the blue arrow in the upper right corner of 
the screen. The faster the colors on the arrow are moving, the stronger the 
wind. Shots that go high in the air will be much more affected by the wind 
than low shots. You won't know the exact wind speed on the current hole until 
all players have taken their tee shots. You can get an idea of wind speed 
by pressing R2 before you swing. This will make your character toss some grass 
in the air so that you can see how strong the wind is before shooting. You 
can also hear how fast the wind is blowing. Use all of these clues, and aim 
accordingly.

   Altitude
   --------

   At the top of the screen, you can see how many yards up or downhill the 
hole is from your current lie. Shots going uphill require either more power 
or more height. Shots going downhill require either less power or less height.


Okay, now that we've covered the environmental factors, you're almost ready 
to hit the ball!

   Club Selection
   --------------

   At the bottom left corner of the screen, you can see what club you are 
currently using, what its maximum distance is, and how far away from the hole 
you are from your current position (in a straight line, not counting altitude). 
Your caddie automatically selects an appropriate club, but you can always 
change clubs by pressing L1 for a longer club or R1 for a shorter club.

   Power Shot
   ----------

   Anywhere from the tee to outside of 60 yards to the hole, before you swing, 
you can press SQUARE to make your next shot a Power Shot. This adds 10 yards 
to the clubs' maximum distance. Each golfer only has a limited number of Power 
Shots, and your golfer's Control and Impact ratings drop slightly when you 
decide to use one (see Characters/Golfers).


Okay, time to smack that pony.... err... golf ball!

   The Swing
   ---------

   Press X to start the Swing Meter moving to the left. Press X again to set 
the Power of your shot. The Swing Meter will now move to the right towards 
the Impact Zone, or the small colored bar under the Swing Meter at the 0% 
point. Press X again to set the Impact. If the gauge is in the Impact Zone, 
then you will successfully hit the ball. If it's on the Sweet Spot (the light 
colored area on the Swing Meter), you will hit the ball with Perfect Impact. 
Missing the Impact Zone entirely will result in a duff; the ball won't go 
much of anywhere.

   Setting the Impact too early will make the ball fly more to the right, 
setting the Impact too late will make the ball fly more to the left.

   You'll know you got Perfect Impact if your golfer whistles a yellow note 
just before swinging. Your golfer will gasp a surprised exclamation point 
if you set the Impact just outside of the Sweet Spot area (the darker red 
line). You'll know you duffed your shot (entirely missed the Impact Zone) 
if your golfer grumbles a black skull.

Chipping
--------

   When you get within 60 yards of the hole, the Swing Meter goes into Approach 
Mode. In Approach Mode, shots can only travel a maximum of 60 yards, with 
ANY club (except the putter). When you get within 15 yards of the hole, the 
Swing Meter goes into Ultra Approach Mode and you can only hit a maximum of 
15 yards with ANY club. This allows you more control over your short shots 
and gives you a much better chance to chip the ball close to or even in the 
hole. You can press SQUARE to change the distance on the meter, or in some 
cases, to exit Approach Mode and take a normal swing.

Spinning the Ball
-----------------

   Spinning the ball is the best way to increase your shot accuracy on 
approach shots and chipping. Using spin will help you to hit the ball around 
trees, or to hit the ball just past the hole, only to watch it spin backwards 
and drop in!

   To apply spin to your shot, press and hold the D-Pad in any direction just 
before you press X to set the Impact of your swing.

Left will make your shot start to the left, then curve or "fade" to the right.
Right will make your shot start to the right, then curve or "draw" to the 
left.
Up will give your shot topspin. Your shot will fly lower and will roll more 
when it lands.
Down will give your shot backspin. Your shot will fly higher and will roll 
less or even stop or back up when it lands.

   Your golfer's Spin rating and what club you use determine how much spin 
you can put on a shot. A golfer with a Spin rating of "D" will put less spin 
on a shot compared to a golfer with a "B" Spin rating. Also, higher numbered 
clubs have a higher tendency for backspin, lower number clubs and woods have 
a higher tendency for topspin.

Super Techniques
----------------

   For more advanced players, you can use these super techniques to really 
improve your game and show off to your buddies. Please note that Super 
Techniques ONLY work if you hit your shot with Perfect Impact.

   "Super Sidespin"
   ----------------

   To give a shot even more sidespin, you still hold the D-Pad Left or Right 
as you are setting the Impact, but this time, press and hold the OPPOSITE 
direction on the D-Pad just before you press X to set the POWER of your swing. 
If you did it correctly, you will hear a different sound when you press X 
for the last time (e.g. to "super spin" the ball from left to right, press 
Right on the D-Pad when setting the POWER and press Left on the D-Pad when 
setting the Impact). This advice is found on HotTip 1 (see Equipment/Items)

   "Super Backspin"
   ----------------

   To give a shot even more backspin, press and hold the D-Pad Up before 
pressing X to set the POWER of your swing, then press and hold the D-Pad Down 
before pressing X to set the Impact of your swing. If you did it correctly, 
you will hear a different sound when you press X for the last time. If the 
ball lands on the green AND your golfer's Spin rating is high enough, you 
may see your ball emit blue flames as it backs up. This advice is found on 
HotTip 2 (see Equipment/Items)

   "Super Topspin"
   ---------------

   To give a shot even more topspin, press and hold the D-Pad Down before 
pressing X to set the POWER of your swing, then press and hold the D-Pad Up 
before pressing X to set the Impact of your swing. If you did it correctly, 
you will hear a different sound when you press X for the last time. This is 
especially useful if you are chipping. If the ball hits the pin, there's a 
chance it will climb up the stick and end up in the hole for a Chip-In! This 
advice is found on HotTip 4 (see Equipment/Items)

   "Super Perfect Impact"
   ----------------------

   If when setting the Impact, you can press X with just the right amount 
of force, then the ball will fly EXACTLY along its intended path and your 
shot will have the maximum percentage of power as determined by your lie (if 
the range is 65~95%, you will hit the shot at 95%; see The Lie). You'll know 
you did it correctly if your golfer whistles two notes. This trick only works 
if you are using a controller with analog buttons (like the standard PS2 
controller). This advice is found on HotTip 5 (see Equipment/Items)


Putting
-------

Ok, you've made it on the green. Now comes the tricky part. Practice this 
part of your game, it's where you will be taking the most shots.

   The Grid
   --------

   The superimposed grid lines show you the slopes of the green. Places on 
the green higher than your ball are shown with red lines, lower than your 
ball with green lines. You will notice dots moving along the grid lines. These 
indicate in what direction the green is sloping at that point and by how much. 
The faster the dots move, the more angled the slope.

   If the golfer or their shadow gets in the way of you trying to determine 
how to take your putt, simply press R1 and your golfer will go invisible.

   The Swing Meter
   ---------------

   Above the Swing Meter you will see a line. This represents a cross section 
of the green between you and the hole. The line is red where your putt will 
go uphill and is blue where your putt will go downhill. The yellow flag 
represents how far the hole is away from you.

   You can press SQUARE to change the putting distance on the Swing Meter.

   Press X to start the Swing Meter moving to the left. Press X again to set 
the power of your putt. There is no 3rd button press.

   Wind does not affect putts (the blue arrow disappears).

HotShots Points
---------------

You earn HotShots Points not only by scoring pars or better on each hole, 
but also for individual shots. The better the shot, the more points it's worth. 
Once you have completed a round, your total points will be multiplied by the 
Course Rate of the course you just played on, potentially earning you even 
more points. You can spend your earned HotShots Points in the Shop to buy 
new Clubs, Balls and Items. (see Equipment)

These will ADD points to your round total:

Tee shot stops on the Fairway         - "Fairway Hit"   : +20
Get on the green in regulation        - "Par Pace"      : +10 to +50
                                        (stopping closer to the pin is 
worth more)
Hitting the flagstick                 - "Pin Shot"      : +10 to +50 (random)
Reach a Par 5 green in 2 shots        - "Wonderful"     : +30
Reach a Par 4 green with your drive   - "Miracle"       : +40
Sinking a long putt (more than 32ft)  - "Long Putt"     : +10 to +50
                                        (longer putts are worth more)
Chipping the ball in the hole         - "Chip-In"       : +30 to +300
                                        (longer chip-ins are generally 
worth more)
Get a Par on a hole                   - "Par"           : +100
Get a Birdie on a hole                - "Birdie"        : +200
Get an Eagle on a hole                - "Eagle"         : +300
Get a Hole-in-One                     - "Hole-in-One"   : +400
Get a Double Eagle on a hole          - "Albatross"     : +500

These will SUBTRACT points from your round total:

ANY shot that stops in a sand trap    - "Sand Trap"     : -20
ANY shot that stops in a bunker       - "Bunker"        : -20
ANY shot that stops in a water hazard - "Water Hazard"  : -40
ANY shot that stops Out of Bounds     - "O.B."          : -60
ANY shot that is deemed Unplayable    - "Unplayable"    : -60


-==---------==-
03 - Characters
-==---------==-

Power, Control, Impact and Spin are all rated from S to E, S being the best, 
then A, then B, etc. with E being the worst.

Power is how hard a golfer hits the ball. More Power equals more maximum 
distance.

Control is how well a golfer can hit a straight shot. See that white line 
or cone that is projecting out from the ball on the tee? Even with Perfect 
Impact, the ball may take off anywhere within that cone. The better your 
control, the smaller that cone becomes, and the more consistent your shots 
will become.

Impact determines how big the impact zone on the Swing Meter will be. Higher 
Impact ratings mean you are more likely to hit great, consistent shots.

Spin determines how much top and backspin that a golfer can apply to the golf 
ball. Higher Spin ratings make your golfer more likely to stop or back up 
a ball when it lands when hitting with backspin, or more likely to make the 
ball roll forwards with topspin. Spin also has an effect on the height of 
a golfer's shots. High Spin ratings mean that golfer generally hits higher 
arcing shots, lower Spin ratings mean lower arcing shots. 

Curve, or sidespin, is rated differently. A Curve rating of "O" is good, 
meaning that golfer can put a lot of sidespin on his/her shots. A rating of 
"X" is poor. If there is no symbol, that golfer's Curve rating is average.


The Golfers
-----------

All statistics are the default settings with Standard equipment. Most of the 
text comes straight from the game.

TIFFANY - "The Blondie" ("Popularity Queen")
-------
Age          : 18             Outfits
Birthplace   : Canada         -------
Type of Shot : Low Straight   1 - Red dress & shoes
Power        : D              2 - Blue dress & shoes
Control      : C              3 - Green dress & shoes
Impact       : A              4 - Purple dress & shoes
Spin         : D              S - Black dress & boots, black hair
Curve        : O (good)
Distance     : 230 yards
Power Shots  : 10

Tiffany started golfing with her dad at the country club. Although she has 
been at it for a few years, she still lacks the skill of some of the better 
players. Probably too worried about breaking a nail!

A perky darling of a golfer who is also perfect for beginners. Poor distance 
but solid impact. Use Big Air gear to compensate for weak power.

Animations:
Bogey/Lose - She puts her hands on her hips, hangs her head in shame, then 
gets up and says "Gotta work harder."
Par        - She stretches then says "Yay!" while giving the victory sign.
Birdie/Win - She gives her putter a kiss, then brandishes it over her head 
saying "Yippee!"
Birdie #2  - She loses her grip on her putter, which flies out of her hands.
Eagle      - She jumps with hand raised, does a pirouette, then pumps her 
fist and says "Yay!".

JONNIE - "Hollywood Hustler" ("King of the Underground")
------
Age          : 30             Outfits
Birthplace   : U.S.A.         -------
Type of Shot : Low Straight   1 - Yellow shirt, black pants
Power        : D              2 - Red shirt, brown pants
Control      : B              3 - Black shirt, white pants
Impact       : A              4 - Purple shirt, white pants
Spin         : E              S - T-shirt, black pants, shades
Curve        : O (good)
Distance     : 232 yards
Power Shots  : 10

Big on the Hollywood scene, Jonnie is a real player. The only thing Jonnie 
loves more than a good night out at the clubs is a great afternoon with his 
golf clubs.

A young, very ambitious golfer. Good for beginners. Better power and control 
than Tiffany, but poor spin and, as a result, low-arcing shots.

Animations:
Bogey/Lose - He does a couple of pushups -- on his knuckles. (Doesn't that 
hurt, "Palzie"?)
Par        - He gets on his cell phone, gives a thumbs-up and says "Yes!"
Birdie/Win - He does a backflip then raises his arm in the air and says 
"Whoa!".
Birdie #2  - He does a triple backflip.
Eagle      - He takes a baseball swing at the ball with his putter, then he 
pumps his fist.

PETE - "The Plumber" ("Concealed Monkey Wrench")
----
Age          : 45             Outfits
Birthplace   : U.S.A.         -------
Type of Shot : Mid Straight   1 - Yellow shirt, blue shorts
Power        : D              2 - Blue shirt, grey shorts
Control      : D              3 - Red shirt, grey shorts
Impact       : B              4 - Brown shirt, green shorts
Spin         : C              S - Pink golf shirt, grey pants, ball cap
Curve        : no symbol (average)
Distance     : 235 yards
Power Shots  : 10

Pete lived for years in a trailer park. Used to hit crushed soda cans around 
with an old 9-iron. Although his drive is a bit odd looking, he sure can play!

Good for beginners. A straight-shooting Alabama-bred jokester who (naturally) 
isn't very good at curving shots. But he does have a mean backspin and is 
pretty good at approach shots.

Animations:
Bogey/Lose - He gets mad and tries to break his putter over his knee, which 
only hurts his knee, as he falls over.
Par        - He does a few Hulk Hogan like poses.
Birdie/Win - He sneezes, upon which a 2t weight lands on his head, knocking 
him out.
Birdie #2  - He sneezes, upon which a UFO falls from the sky, lands on his 
head, and continues on its way.
Eagle      - He attempts a backflip, but only makes it halfway, then gives 
a thumbs-up while still lying down.

STACEY - "Pigtails" ("Closet Daddies Girl")
------
Age          : 16             Outfits
Birthplace   : U.S.A.         -------
Type of Shot : Low Fade       1 - Blue shirt, blue jeans
Power        : D              2 - Green shirt, brown pants
Control      : C              3 - Black shirt, red pants
Impact       : B              4 - Pink shirt, black pants
Spin         : D              S - Red top, leather pants, shades
Curve        : O (good)
Distance     : 237 yards
Power Shots  : 10

Stacey is the daughter of well-known golfer and caddy Mel. Riding around the 
golf cart with her dad, she picked up on the game quickly. Watch out for her; 
don't let her age deceive you, she's good!

Although of average ability, this spunky girl does well in sand trap shots 
(just like her dad Mel), but not in roughs (she's too delicate). Her shots 
tend to fade but have better distance than Tiffany's shots.

Animations:
Bogey/Lose - She kneels down like she's going to cry.
Par        - She bows and thanks everyone.
Birdie/Win - She jumps, does a pirouette, and sticks her tongue out.
Birdie #2  - She pirouettes down into the ground and disappears.
Eagle      - She giggles, jumps while clapping, then gives the victory sign.

SPIKE - "Mr. Consistency" ("Unknown Rough Master")
-----
Age          : 16             Outfits
Birthplace   : Japan          -------
Type of Shot : Low Draw       1 - Red shirt, blue jeans
Power        : C              2 - Yellow shirt, blue jeans
Control      : C              3 - Blue shirt, black jeans
Impact       : B              4 - Black shirt, white jeans
Spin         : D              S - Black T-shirt, black shorts, ball cap
Curve        : O (good)
Distance     : 239 yards
Power Shots  : 10

Spike has made a name for himself, despite his young age. In Hot Shots Golf 
2, he was a force to be reckoned with. The same applies here. Careful, Spike 
can drive and putt you into early retirement!

A popular character returning from Hot Shots Golf 2. Rumor has it that he's 
been through some serious golf practice in Scotland. Surprisingly good at 
dealing with rough lies.

Animations:
Bogey/Lose - He kneels down to grab his pet frog, but it jumps on his back.
Par        - He pumps his arm in a throwing motion, says "Yeah!", then points 
at himself.
Birdie/Win - He tosses the ball upward with his putter, catches it, says 
"Yeah!" and does the victory sign with the ball between his fingers.
Birdie #2  - His pet frog does tricks, apparently, as we see it jump through 
some hoops.
Eagle      - He and his pet frog dance while yelling "Whee!".

LIN - "The Flexor" ("Hidden Spinster")
---
Age          : 20             Outfits
Birthplace   : China          -------
Type of Shot : High Straight  1 - White blouse & pants
Power        : C              2 - Blue blouse & pants
Control      : D              3 - Pink blouse, black pants
Impact       : B              4 - Red blouse, khakis
Spin         : B              S - White T-shirt, black pants
Curve        : O (good)
Distance     : 244 yards
Power Shots  : 10

Lin has a special way with golf clubs. Born in China, she spent many hours 
on the golf course perfecting her ability to focus "energy" into her clubs.

Using her flexibility to hit balls with ferocious sidespin and backspin, this 
lady guarantees a great score... as long as she stays out of the sand traps!

Animations:
Bogey/Lose - She looks like she's going to cry, but her pet panda cheers her 
up.
Par        - She does a cartwheel, then the victory sign.
Birdie/Win - She does a few karate kicks.
Birdie #2  - She falls over trying to do her karate kicks.
Eagle      - While her pet panda holds her putter upright, she backflips and 
balances on it with one hand, then poses for the camera.

MITCH - "The Sasquatch" ("Surprise Crocodile Swing")
-----
Age          : 45             Outfits
Birthplace   : Australia      -------
Type of Shot : Low Fade       1 - Beige hunting outfit
Power        : B              2 - Blue hunting outfit
Control      : C              3 - Red shirt, white shorts
Impact       : C              4 - Camouflage hunting outfit
Spin         : D              S - Leather jacket and pants
Curve        : O (good)
Distance     : 251 yards
Power Shots  : 12

Mitch is a real down and dirty player. Growing up in the outback, Mitch spent 
many a day wrestling with crocodiles. As you can imagine, no golf course can 
strike fear in this man.

Recommended for mid-level golfers, this ultra-cool character has spot-on 
control and excels at approach shots, making him good in a pinch.

Animations:
Bogey/Lose - He kneels down and prays to the golfing gods.
Par        - He fixes his hair, points to the crowd and then the air saying 
"That's it!"
Birdie/Win - He points a few times to the crowd and says "That's it!"
Birdie #2  - His ponytail starts spinning like a helicopter blade, and he 
takes off.
Eagle      - He leans back and pumps both fists.

ESTELLE - "The Powerhouse" ("Shadow Mobster")
-------
Age          : 40             Outfits
Birthplace   : Spain          -------
Type of Shot : Low Straight   1 - Pink top, yellow leopard print tights
Power        : B              2 - Purple top, black and white tights
Control      : D              3 - Green top, blue leopard print tights
Impact       : C              4 - White top, black and white leopard print 
tights
Spin         : E              S - Black leather top, blue pants, no glasses
Curve        : no symbol (average)
Distance     : 258 yards
Power Shots  : 12

Estelle, the wife of mob boss Toni, is well "connected". One thing she's good 
at is hitting the ball. Occasionally she'll call on her husband to get her 
out of a jam, so play carefully!

For anyone who wants to play power golf with a female character. She can handle 
roughs and recovers well from missed shots. Her weak points are control and 
spin.

Animations:
Bogey/Lose - She stomps the ground, then shakes her fists, hangs her head 
and groans.
Par        - She warms up, then pumps both fists, ending up in an "up yours" 
pose.
Birdie/Win - She points and makes like she shoots you with her finger, saying 
"Yay!"
Birdie #2  - She points and makes like she shoots you with her finger, except 
her finger really does shoot, causing her to reel backwards and look at her 
hand in amazement.
Eagle      - She shows off her power by breaking a large rock with her bare 
hands, then pumps her fist.

TONI - "The Fist" ("Lurking Mr. Mob")
----
Age          : 50             Outfits
Birthplace   : Italy          -------
Type of Shot : Mid Fade       1 - Black suit
Power        : B              2 - Red suit
Control      : C              3 - White suit
Impact       : C              4 - Purple suit
Spin         : C              S - Frilly suit, shades
Curve        : O (good)
Distance     : 255 yards
Power Shots  : 12

Mob boss Toni is a force on the golf course. His playing is cold and precise. 
He has been known to call in a "favor" or two when necessary, so watch out!

A true power-hitter whose shots always rank near the top when it comes to 
distance. Unfortunately, he has horrible control and couldn't produce decent 
spin to save his life.

Animations:
Bogey/Lose - He stretches with his putter over his head, then his back cracks 
and he bends over.
Par        - He waves to the crowd saying "Good enough, eh?"
Birdie/Win - He kneels down, pumps his fist, gets up and says "One above the 
rest!"
Birdie #2  - He kneels down, pumps his fist, then his back gives out and he 
says "No kiddin'."
Eagle      - He raises his arm in the air saying "I knew I could do it!"

JOHN - "The Lion" ("Grrrip it and Rrrip it")
----
Age          : 35             Outfits
Birthplace   : U.S.A.         -------
Type of Shot : Low Draw       1 - White golf shirt, blue jeans
Power        : A              2 - Grey golf shirt, blue jeans
Control      : E              3 - Blue golf shirt, grey pants
Impact       : C              4 - Red golf shirt, beige pants
Spin         : D              S - Cowboy outfit
Curve        : no symbol (average)
Distance     : 267 yards
Power Shots  : 14

John "The Lion" Daly, known for his popular and unusually gigantic swing, 
will grrrip it and rrrip it. This veteran golfer is amazingly strong. Lots 
of tour experience here - beware!

John Daly - "The Lion" - is known for his gigantic swing plus his abilities 
to "grrrip it and rrrip it". This veteran golfer is for mid to high level 
players.

Animations:
Bogey/Lose - He takes a deep breath, says "Bummer!" then bends his putter.
Par        - He fixes his glove, pumps his fist and says "Pars are boring!"
Birdie/Win - He jumps, pumps his fist in the air a few times and says "We're 
going deep!"
Birdie #2  - He jumps, but he gets stuck in the ground when he lands, pulls 
himself free, all the while saying "That's sweeter than Mom's chocolate 
gravy!"
Eagle      - He pumps his fists a few times, saying "We're going REALLY deep!"


The Darkside

KAMALA - "Crystal Ball" ("Dark Vision")
------
Age          : 29             Outfits
Birthplace   : Unknown        -------
Type of Shot : Low Straight   1 - Yellow and black dress, black turban
Power        : B              2 - Black and red dress, red turban
Control      : B              3 - White and black dress, white turban
Impact       : C              4 - Orange and purple dress, purple turban
Spin         : D              S - Gypsy outfit
Curve        : O (good)
Distance     : 255 yards
Power Shots  : 10

Kamala is a unique Darkside player. She has special "psychic powers" that 
allow her to see the outcome of her strokes before she hits. She will use 
this power to perfect her shot, so look out!

In addition to her mysterious appearance, she also has exceptional control. 
Her only flaw is a difficulty with sand trap shots. Because impact is more 
difficult, this character is recommended for advanced golfers.

Animations:
Bogey/Lose - She groans and collapses on the ground.
Par        - She cleans something off her shoe, then winks and points.
Birdie/Win - She throws her putter in the air, does a pirouette, catches it 
and says "Wow!"
Birdie #2  - She throws her putter in the air, does a pirouette, then her 
putter bonks her in the head.
Eagle      - She does a little dance, jumps, then blows the crowd a kiss.

ZEUS - "Cool Club" ("Evil Control")
----
Age          : 25             Outfits
Birthplace   : Unknown        -------
Type of Shot : Low Draw       1 - Black T-shirt, jeans
Power        : A              2 - Purple T-shirt, black jeans
Control      : A              3 - White T-shirt, jeans
Impact       : D              4 - Red T-shirt, jeans
Spin         : E              S - Shirt and tie, track pants
Curve        : O (good)            
Distance     : 260 yards
Power Shots  : 12

Zeus is the coolest guy in the Darkside clan. Rumored to be related to Cougar, 
Zeus has a vast knowledge of the courses and their subtle intricacies.

The leader of the pack when it comes to control. Impact is also 
correspondingly more difficult. He has a hard time in the rain.

Animations:
Bogey/Lose - He stomps the ground, shakes his head in disgust and says "How 
bogus!"
Par        - He says "Even Steven" as he plays with his golf ball.
Birdie/Win - He points at you with his putter, saying "I'm tired of being 
good!"
Birdie #2  - He points at you, drops his putter and says "Beware, friendly 
people!"
Eagle      - He does a backflip, pumps his fist and says "What did you expect?"

BLUE - "Evil Hook" ("Darkside Slicer")
----
Age          : 45             Outfits
Birthplace   : Unknown        -------
Type of Shot : Low Straight   1 - All black outfit
Power        : A              2 - Green shirt, black pants
Control      : C              3 - Blue shirt, red pants, white cuffs
Impact       : D              4 - All purple outfit, brown cuffs
Spin         : D              S - White short vest and shorts
Curve        : O (good)
Distance     : 262 yards
Power Shots  : 12

Blue is an "otherworldly" player. He plays for the Darkside as well. Who knows? 
He may just call on his evil connections to get himself a better score. Keep 
an eye on this guy; you never know what he's up to.

Eccentric but surprisingly skilled, especially at sidespin shots. That makes 
him good at shooting around stymies, but he messes up in roughs.

Animations:
Bogey/Lose - He growls and yells like he can't believe it.
Par        - He does some dance move and then folds his arms.
Birdie/Win - He does some other dance move, leans back and points to the crowd, 
saying "Yes!"
Birdie #2  - He tries the same dance move, but loses his balance and falls 
over backwards.
Eagle      - He does a very girlish jump and pose (What a pansy!).

T-BONE - "Big Daddy" ("Silent Dog Catcha")
------
Age          : 31             Outfits
Birthplace   : Unknown        -------
Type of Shot : High Fade      1 - Black trench coat
Power        : A              2 - Pink trench coat
Control      : C              3 - Brown trench coat
Impact       : D              4 - Yellow trench coat
Spin         : B              S - Flame T-shirt, track pants
Curve        : O (good)
Distance     : 269 yards
Power Shots  : 12

T-Bone used to defend his block with a golf club. Having extensive practice, 
T-Bone decided to give up the street and try his hand at a different game, 
golf! Watch out, he's got a heck of a swing...

An awesome golfer with overwhelming power and amazing backspin. Although one 
of the hardest to handle, he is also a powerful weapon when mastered. For 
ultra-advanced golfers only.

Animations:
Bogey/Lose - He growls as he pounds his fists into the ground.
Par        - He cracks his knuckles and his neck, then poses.
Birdie/Win - He brings his fists together, then raises and arm in the air 
and growls.
Birdie #2  - He brings his fists together, then he floats and then takes off 
into the air.
Eagle      - He raises both arms in the air and grunts for joy.

LOUISE - "Crouching Tiger" ("Hidden Granny")
------
Age          : 78             Outfits
Birthplace   : Germany        -------
Type of Shot : High Straight  1 - Black leather outfit, pink top
Power        : A              2 - White leather outfit, red top
Control      : A              3 - Blue leather outfit, white top
Impact       : E              4 - Brown leather outfit, green top
Spin         : B              S - Robo Granny
Curve        : X (bad)
Distance     : 264 yards
Power Shots  : 12

Rugged and takes no prisoners, Louise is a serious golfer. Her shots are 
straight and her power is immense. She is getting a bit grumpy after all these 
years of playing against these young whipper snappers!

This biker granny is absolute tops in power, control and spin. But those 
skills are offset by a narrow impact range and a tendency to choke in rough 
and sand trap shots.

Animations:
Bogey/Lose - She throws her putter away, pushes the ball into the ground with 
her foot and yells "Where's my hair net?"
Par        - She stretches with her putter behind her.
Birdie/Win - She tosses a rose in the air and swipes at it with her putter, 
saying "Not bad for an old lady!" as petals fly everywhere.
Birdie #2  - She tosses a rose in the air, says "Using my left eye--", but 
gets cut off as the rose impales her on the top of her head, and she collapses.
Eagle      - She laughs, then swipes her putter through the air.

Caddies
-------

JESSIE
------
Age: 26
Birthplace : U.S.A.

Jessie is an out of work singer who needed a job. She doesn't know much about 
the game of golf, but she has plenty of stories from the road to keep you 
entertained while you play!

Quotes:

Nice Shot        - "Good one!"
Fore!            - "Heads up!"
In the Sand      - "So uncool!"
Out of the Sand  -
In the Water     - "I didn't bring my suit!"
On the Green     - "I think you're on!"
Off the Green    - "So uncool!"
Close to the Pin - "Unbelievable!"
Going in?        - "C'mon ball!"
Nice Approach    - "Hello!"
Chip-in          - "I knew a guy named Chip."
Birdie Putt      - "C'mon, get the bird!"
Eagle Putt       - "This... would be big!"
Almost went in   - "Bummer."
Lips out hole    - "Hello... what the heck!?"
Nice putt        - "That's the touch, baby!"
Long putt in     - "Better go in!"
Bogey or Worse   - "Dude, you're slippin'."
Par              - "Good save!"
Birdie           - "The bird's in her nest!"
Eagle            - "Total eagle!!"
Double Eagle     -
Hole-in-One      -

HUBERT
------
Age: 27
Birthplace : England

A private school graduate, Hubert has an uncanny ability to calculate the 
geometry of any green in his head. But, if you ask him for the details, he 
will talk your ear off about vectors, angles and quadrants.

Quotes:

Nice Shot        - "That was an excellent vector."
Fore!            - "Fore!"
In the Sand      - "Most unfortunate!"
Out of the Sand  -
In the Water     - "Your ball fell into the H2O."
On the Green     - "Your ball is in proximity to the hole!"
Off the Green    - "Most unfortunate!"
Close to the Pin - "Most impressive!"
Going in?        - "Go in!"
Nice Approach    - "An excellent approach!"
Chip-in          - "Highly unexpected!"
Birdie Putt      - "That's a conceivable birdie!"
Eagle Putt       - "That's a potential eagle!"
Almost went in   - "Not quite. Check your calculations."
Lips out hole    - "Awww... oh no!"
Nice Putt        - "Good calculation on that shot."
Long Putt in     -
Bogey or Worse   - "Nice hole out."
Par              - "Nice par"
Birdie           - "Nice birdie!"
Eagle            - "That was an amazing eagle!"
Double Eagle     -
Hole-in-One      - "Oh my! You got a hole-in-one!!"

BERTHA
------
Age: 52
Birthplace : Jamaica

Bertha knows best when it comes to golf. Her tips on the green are amazingly 
beautiful. She can bake cookies like you wouldn't believe too!

Quotes:

Nice Shot        - "Nice shot!"
Fore!            - "Fore!"
In the Sand      - "Oyaweh!"
Out of the Sand  - "My my!"
In the Water     - "Plop! In the water."
On the Green     - "On the green!"
Off the Green    - "Oyaweh!"
Close to the Pin - "Very nice!"
Going in?        - "Ooohhh... go in!"
Nice Approach    - "Nice approach!"
Chip-in          - "My my!"
Birdie Putt      - "Hit it in!"
Eagle Putt       - "Go for it!"
Almost went in   - "Oh, that was close."
Lips out hole    - "Oh! Too bad."
Nice Putt        - "Nice touch."
Long Putt in     -
Bogey or Worse   - "Good play."
Par              - "Nice par."
Birdie           - "Nice birdie!"
Eagle            - "Nice eagle!"
Double Eagle     -
Hole-in-One      -

MEL
---
Age: 58
Birthplace : U.S.A.

This is Mel's second appearance in Hot Shots Golf. A trusted player from Hot 
Shots Golf 2, Mel's an old pro. If you need a caddy that can tell you all 
the inside secrets of the greens, this is your man!

Quotes:

Nice Shot        - "Cream cheese!"
Fore!            - "Cover your important parts!"
In the Sand      - "That dog don't hunt!"
Out of the Sand  - "A cryin' shame."
In the Water     - "The ball was thirsty."
On the Green     - "On the front lawn!"
Off the Green    - "That dog don't hunt!"
Close to the Pin - "Great one, man!"
Going in?        - "I'll be dang ding dong darned!"
Nice Approach    - "That was beautiful."
Chip-in          - "That was beautiful!!"
Birdie Putt      - "Bird's a chirpin'!"
Eagle Putt       - "The big bird!!"
Almost went in   - "Needed more sauce on that chicken."
Lips out hole    - "Shucks! Just awful!"
Nice Putt        - "The Midas touch."
Long Putt in     -
Bogey or Worse   - "Have you seen my pants?!"
Par              - "Must be the shoes!"
Birdie           - "Bird's a jerkin'!"
Eagle            - "Lotsa people clappin'!"
Double Eagle     -
Hole-in-One      - "Mighty proud!"

SOPHIE
------
Age: 27
Birthplace : England

Although she doesn't have much experience on American courses, Sophie was 
a successful caddie in France. When the caddying doesn't pay, Sophie does 
housework on the side.

Quotes:

Nice Shot        - "Nice shot!"
Fore!            - "Fore!"
In the Sand      - "Naughty ball!"
Out of the Sand  -
In the Water     - "Plop, in the drink."
On the Green     - "On the green."
Off the Green    - "Naughty ball!"
Close to the Pin - "Fantastic!"
Going in?        - "Looks good!"
Nice Approach    - "Nice approach!"
Chip-in          - "It went in!"
Birdie Putt      - "Easy does it!"
Eagle Putt       - "Ooohhh, eagle chance!"
Almost went in   - "Awwww."
Lips out hole    - " Oh no!"
Nice Putt        - 
Long Putt in     - "Ooohhh, just a little more..."
Bogey or Worse   - "Well played."
Par              - "Nice par."
Birdie           - "Nice birdie!"
Eagle            - "Nice eagle!!"
Double Eagle     -
Hole-in-One      -

COUGAR
------
Age: 32
Birthplace : Unknown

For many years, Cougar made a bid for the Pro Circuit. Rumored to be linked 
to the Darkside, Cougar knows the courses and the game very well!

Quotes:

Nice Shot        - "Nice shot."
Fore!            - "Fore!"
In the Sand      - "Oh..."
Out of the Sand  -
In the Water     - "That's a water hazard!"
On the Green     - "On the green."
Off the Green    - "Oh..."
Close to the Pin - "Well done!"
Going in?        - 
Nice Approach    - "Nice approach!"
Chip-in          - "Whoa!"
Birdie Putt      - "Birdie chance!"
Eagle Putt       - "Eagle chance!"
Almost went in   - "Close, but no cigar."
Lips out hole    - "Ohhh..."
Nice Putt        - "Nice touch."
Long Putt in     - "No, no, don't stop now!"
Bogey or Worse   - "Nice hole out."
Par              - "Nice par."
Birdie           - "Nice birdie!"
Eagle            - 
Double Eagle     -
Hole-in-One      - "Alright, an Ace!"

FRANK
-----
Age: 60
Birthplace : U.S.A.

A professional mechanic for 38 years. With modern cars and their fancy 
computers, Frank decided to spend his time out on the course. His knowledge 
is an advantage that he takes with him to the course.

Quotes:

Nice Shot        - "Nice shot!"
Fore!            - "Fore!"
In the Sand      - "Oh..."
Out of the Sand  -
In the Water     - 
On the Green     - "On the green."
Off the Green    - "Oh..."
Close to the Pin - "Wow, you did it!"
Going in?        - "There it is, keep on!"
Nice Approach    - 
Chip-in          - "Did that go in!?"
Birdie Putt      - "Birdie chance!"
Eagle Putt       - "Eagle chance!"
Almost went in   - "You were soooo close!"
Lips out hole    - "Aaah!"
Nice Putt        - 
Long Putt in     -
Bogey or Worse   - 
Par              - 
Birdie           - 
Eagle            - 
Double Eagle     -
Hole-in-One      -


-==---------==-
04 - Game Modes
-==---------==-

Penalties in all Game Modes
---------------------------

Hitting into a water hazard is a one stroke penalty. The ball will be replaced 
on land nearest the spot where it went in the water hazard, or to a specified 
drop zone.

Hitting out of bounds (OB) is a one stroke penalty. The ball will be replaced 
where you hit it from (the divot will be repaired on that spot before you 
swing again). The OB area is marked with white stakes surrounding the area.

Hitting to an unplayable lie is a one stroke penalty. This only occurs when 
a message pops up on the screen and your golfer disappears. Unplayable lies 
usually occur near the edges of deep sand traps, or if your ball gets stuck 
in a tree. The ball will be replaced to a lie no closer to the hole along 
an imaginary line from the hole through the ball where it can be played.

A golfer will "Give Up", or quit and move on to the next hole if the golfer 
takes 3 times as many strokes as whatever par is on that hole. Golfers will 
"Give Up" after 9 shots on a Par 3, 12 shots on a Par 4, and 15 shots on a 
Par 5.


Single Player
-------------

   Stroke Play
   -----------

   In Stroke Play, the only person you are trying to best is yourself. Select 
your character and their equipment (by pressing L1, R1, L2 and R2 at the Golfer 
Select screen) and the course and season you want to play (by pressing L2 
and R2 on the Course Select screen). This mode is where you try to improve 
your scores, statistics and Player Rank. Hole locations and wind speed and 
direction are randomly determined on each hole.

   Tournament Mode
   ---------------

   The objective is to finish high enough on the leaderboard for each 
tournament, working your way up to the Tournament Rank of Hot Shots King. 
Finishing first in a tournament earns you a prize of a new item, ball or club. 
You get experience points each time you finish a round. The bar for each 
individual tournament fills depending on how well you finished. Winning or 
ending a tournament tied for the lead completely fills the bar for that 
tournament. The larger experience bar on the bottom of the Tournament Mode 
screen is the total experience you have earned for all four tournaments in 
your current rank. When you completely fill that bar (get 100%), your 
Tournament Rank goes up and you unlock a new course to play on. If you don't 
win a tournament, you can always go back and replay it by selecting it again.

   Select what tournament you wish to enter, then select your character and 
their equipment (by pressing L1, R1, L2 and R2 at the Golfer Select screen).

   (BACK) means you shoot from the Back Tees for this tournament.
   Score is the minimum score you need to achieve in order to tie for 1st 
place.
   If two scores are listed, it means that depending on conditions, the 
tournament can be won with either score.
   If you already own the item for a victory, you will win a Pinch Hit Coupon 
instead.


   * Beginner Rank - Earn 66% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - City Golf Tournament     +2   Mt. Sakura C.C.       Big Air Club
   Summer - Public Open              +4   Aloha Beach           Wallpaper 
Set 1
   Fall   - Friendship Golf Open     +2   Mt. Sakura C.C.       Caddy "Mel"
   Winter - Resort Charity Open      +4   Aloha Beach           Head Speed 
Radar

   * Amateur Rank - Earn 52% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Aloha Cup                +2   Aloha Beach           Hot Shots 
Golf CD
   Summer - Amateur Championship   EVEN   Mt. Sakura C.C.       New Outfit 
#3
   Fall   - Cactus Open              +5   Western Valley        Pinhole Club
   Winter - Rookies Cup            EVEN   Mt. Sakura C.C.       Wallpaper 
Set 2

   * Semi Pro Rank - Earn 43% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Challengers Open         -1   Western Valley        Turbo Spin 
Club
   Summer - British Cup              +1   Bagpipe Classic       Big Air Ball
   Fall   - Emerald Open             -3   Aloha Beach           Diary
   Winter - Wild West Cup            -1   Western Valley        Caddy "Sophie"

   * Pro Rank - Earn 37% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Professionals Open       -1   Bagpipe Classic       Turbo Spin 
Ball
   Summer - Desert Open              -3   Western Valley        Weather Switcher
   Fall   - Autumn Classic         EVEN   Bagpipe Classic       Pinhole Ball
   Winter - Gold Cup                 +1   United Forest         New Outfit 
#4

   * Tour Pro Rank - Earn 32% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Global Classic           -1   United Forest         Straight Ball
   Summer - All-Japan Open           -6   Mt. Sakura C.C.(BACK) Caddy "Cougar"
   Fall   - National Links           -1   United Forest         Super Distraction
   Winter - Ocean Tour               -4   Aloha Beach(BACK)     Back Tee Rights

   * Top Pro Rank - Earn 28.5% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Intl. Golf Tournament    -8   Mt. Sakura C.C.(BACK) Video Upgrade
   Summer - Hot Shots Open           -4   Western Valley(BACK)  Caddy "Frank"
   Fall   - VIP Cup                  -6   Aloha Beach(BACK)     Beginner Ball
   Winter - Royal Links              -2   Bagpipe Classic(BACK) Side Spin 
Ball

   * King Rank - Earn 25% for a victory *

   Name                           Score   Course                Prize
   ----                           -----   ------                -----
   Spring - Demons Open           -5/-6   Western Valley(BACK)  Infinity Ball
   Summer - All-Star Cup             -2   United Forest(BACK)   Caddy Color
   Fall   - Great Games              -4   Bagpipe Classic(BACK) Infinity Club
   Winter - World Classic            -2   United Forest(BACK)   New Winning 
Animation


   VS Mode
   -------

   In this mode, you go head-to-head against a computer controlled golfer 
in match play format. If you can beat your opponent on a single hole, you 
win that hole and go 1UP; if your opponent beats you, you lose that hole and 
go 1DOWN. The match ends when:

   - a golfer is ahead of their opponent by more holes than are remaining 
(if you are 3UP and there are only 2 holes left, your opponent can't catch 
you)
   - a golfer is 4UP on their opponent

   If a golfer is ahead by the same number of holes remaining (2UP with 2 
holes to play), the next hole is called a Dormy (or Dormie, however you choose 
to spell it). The golfer who is ahead at a Dormy hole only has to tie on that 
hole to win the match. It is not necessary to win the hole outright, since 
you will run your opponent out of holes to try and catch up.

   If the match is still even after 18 holes, the match goes into sudden death, 
where the first golfer to win a hole outright, wins the match.

   Select your character and their equipment (by pressing L1, R1, L2 and R2 
at the Golfer Select screen). Then, select which golfer you want to play 
against. Finally, select the course and season you want to play (by pressing 
L2 and R2 on the Course Select screen). Hole locations and wind speed and 
direction are randomly determined on each hole.

   In order to unlock a new golfer, you must defeat him/her in VS mode. Winning 
a match earns you a star on your stat screen against that golfer. Winning 
by 4UP earns you a GOLD star on your stat screen against that golfer.

   The VS tree looks like this:


              Louise
             /      \
          Blue     T-Bone
            |        |
         Kamala     Zeus
             \      /
               John
             /      \
         Estelle    Toni
            |        |
           Lin     Mitch
            |        |
         Stacey    Spike
           /          \
      Tiffany  Jonnie  Pete

   You start at the bottom of the tree and must work your way upwards. It 
isn't neccesary to beat Tiffany, Jonnie or Pete as they are available from 
the beginning (unless you're going for all gold stars). You must defeat all 
of the characters in one row before you can move up to the next level (eg. 
you can't go against John until you've defeated BOTH Estelle and Toni). Your 
opponents will only use Standard clubs and golf balls. You, however, can use 
whatever equipment you have unlocked to that point.

   When you have unlocked all 15 characters, you're not done with VS mode 
just yet. You now have to defeat all 15 of them AGAIN. This time, however, 
they are a lot tougher, smarter, have the word "New" in front of their names, 
use Big Air clubs and have much better putting ability! You'll need to have 
mad skills to beat them the second time around. Winning a match against a 
"New" golfer earns you a second star for that golfer on the Status screen, 
and unlocks the secret 5th "S" outfit of your opponent (or you can buy them 
from the Shop since they'll be unlocked once you beat Louise, but they're 
the most expensive items in the game).

   If all else fails and you STILL just can't beat that one opponent, you 
may want to try using a Pinch Hit Coupon. A Pinch Hit Coupon allows you to 
have the computer play the round for you. To use one (if you have one in your 
inventory), BEFORE you start your round, go to Round Settings on the Course 
Selection screen, and turn Pinch Hit "On". Remember, using a Pinch Hit Coupon 
does NOT guarantee you a victory, so use them at your own discretion.

   Training
   --------

   Here is where you can get all the practice you need without adversely 
affecting your status. Use Training Mode to hone your skills, fine tune your 
game, perfect your timing, and learn the best ways to play each hole. You 
select your golfer and course like you normally do. Once you've actually 
entered Training Mode, you are presented with a menu. You can select what 
course and hole to play, what season to play in, and if you have the "Back 
Tee Rights" Item, you can choose whether to tee it up from the regular or 
back tees. Move the D-Pad Up and Down to select the option you want to change 
and move Left or Right to alter the currently highlighted option. Press X 
to have your changes take effect. When you're ready, move to Round Start and 
press X.

   Before you take a swing, you can press SELECT to bring up another menu, 
where you can further change the attributes of the hole you are playing. You 
can alter the wind direction and speed, choose what hole location you want 
on the green, change the weather conditions, and even change what equipment 
you are currently using. These changes take effect immediately. You can 
choose Restart, where you will move back to the tee of the current hole you 
are on. You can also choose Hole Out, which will take you back to the first 
menu in Training mode.

   Once you've hit a shot or finished the current hole, you are presented 
with yet another menu. Next Shot will let you play your next shot like a normal 
round. Try Again will let you redo the last shot you played. Restart will 
move you back to the tee of the current hole. Hole Out will take you back 
to the first menu in Training mode. (Selecting Next Shot when you have holed 
out will take you back to the first Training mode menu also.)

   You do not earn HotShots Points in Training Mode.

   National Tournament
   -------------------

   UPDATE: The National Tournaments have come to a close. The last one ended 
on September 30, 2002. You can no longer win any prizes or submit scores.

   In this mode, you can compete directly with other golfers around the 
country, and if you're good enough, maybe even win a REAL prize! First, go 
to www.hotshotsgolf3.scea.com to register. Once you have done that, you will 
be given a password. Input this password EXACTLY as it was sent to you (it's 
case sensitive) in the National Tournament option from the Single-Player menu. 
You will then be shown what the conditions and rules are for this tournament, 
then you select your golfer as normal. Hole locations and wind speed and 
direction on each hole are pre-determined and do not change from round to 
round.

   Once you have finished your round, another password will be displayed on 
your screen. Log back into www.hotshotsgolf3.scea.com and enter this 
password. Your score will then be posted for all to see! If you finish in 
the top 3, you may be eligible to win prizes from Sony! The official rules 
and regulations are available to view in your manual and on the above 
mentioned National Tournament website.

   Everyone gets a different password for the National Tournaments. 
Therefore, I'm only going to include working passwords for tournaments that 
are already finished. This way you can always have access the tournaments 
at a later time, but no one will get disqualified for having a code that 
doesn't belong to them.

   For those concerned about rampant cheating, Sony is starting to crack down 
on GameShark users. If a score on their leaderboard appears unreachable 
without cheating, it will be removed.


   Tournament #1: HSG3 Kick-Off Classic (3/12/2002 - 4/30/2002)
                  United Forest G.C., Spring, Back Tee
                  Can select any golfer
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: //?&J6fDr+hJ

   Tournament #2: Yo Mama's Tournament (5/1/2002 - 5/31/2002)
                  Aloha Beach Resort, Spring, Back Tee
                  Louise ONLY
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: 7!7Gf&hEagJJ

   Tournament #3: Vacation Invitational (6/1/2002 - 6/30/2002)
                  Mt. Sakura Country Club, Winter, Back Tee
                  Lin ONLY
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: *4d?ERh/&dT3

   Tournament #4: Red, White, and Blue (7/1/2002 - 7/31/2002)
                  Western Valley Country Club, Summer, Back Tee
                  T-Bone ONLY
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: nH+theFd7/3D

   Tournament #5: Awesome Autumn Open (8/1/2002 - 8/31/2002)
                  Bagpipe Classic, Fall, Back Tee
                  Louise ONLY
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: T3&fF!mte!&E

   Tournament #6: Last Chance Showdown (9/1/2002 - 9/30/2002)
                  United Forest G.C., Winter, Back Tee
                  Can select any golfer
                  No equipment changes allowed (must use Standard Clubs and 
Balls)
                  Password: R?d!n6MttmHT


   Hot Shots Slot Machine (try saying that 3 times fast!)
   ----------------------

   After any single-player round of golf, a slot machine will appear. There 
are three windows and each one flips between "Win" and "Lose".  Press X to 
stop each window, from left to right. If you take too long to press X, the 
game will stop the windows for you. If you get "Win" in all three windows, 
you will win a random, unlocked item from the Shop. If there are no available 
unlocked items in the shop, or if you get "Win" in two out of three windows, 
you will win a Pinch Hit Coupon as a booby prize. If any other combination 
appears, you get nothing.


Multiplayer
-----------

NOTE: You do NOT earn HotShots points in Multiplayer games.

   Stroke Play (1 to 4 human players)
   -----------

   In this mode, up to four people can play a round on a single course. You 
can also play against computer controlled opponents. Move the D-Pad Right 
to add more players, Left to reduce the number of players. Move the D-Pad 
Up and Down on any player to change what controller that player will use, 
or to select that player as computer controlled (COM). The Ultimate Version 
COM characters are the ones you face in the second half of VS Mode (except 
you can choose their equipment instead of them always using Big Air clubs), 
so pick them for a good challenge. Press X once you're satisfied with how 
many players you want. Select your characters and their equipment (by 
pressing L1, R1, L2 and R2 at the Golfer Select screen) and the course and 
season you want to play (by pressing L2 and R2 on the Course Select screen).

   In the Round Settings option, you have a few more things to choose from. 
Besides picking your caddy, you can now assign a handicap to any player. 
Whatever you set that players' handicap to, that player's final score will 
be deducted by the amount of handicap, giving them a lower score. You can 
use handicap to even out the players and make the game fair for everyone. 
If you have the "Weather Switcher" item (see Equipment), you will have the 
option to change the weather settings for the round. You can make it always 
sunny, always rainy/snowy, or normal. Hole locations and wind speed and 
direction are randomly determined on each hole.

   The winner is the player with the lowest overall score (round score with 
handicap).

   Match Play (1 or 2 human players)
   ----------

   In this mode, up to two people can play a round on a single course. You 
can also play against a computer controlled opponent. Move the D-Pad Left 
or Right to select a player. Move the D-Pad Up and Down on either player to 
change what controller that player will use, or to select that player as 
computer controlled (COM). The Ultimate Version COM characters are the ones 
you face in the second half of VS Mode (except you can choose their equipment 
instead of them always using Big Air clubs), so pick them for a good challenge. 
Press X once you're satisfied. Select your characters and their equipment 
(by pressing L1, R1, L2 and R2 at the Golfer Select screen) and the course 
and season you want to play (by pressing L2 and R2 on the Course Select 
screen).

   In the Round Settings option, you have a few more things to choose from. 
Besides picking your caddy, you can now assign a handicap to any player. 
Whatever you set that players' handicap to, that player's final score will 
be deducted by the amount of handicap, giving them a lower score. You can 
use handicap to even out the players and make the game fair for everyone. 
If you have the "Weather Switcher" item, you will have the option to change 
the weather settings for the round. You can make it always sunny, always 
rainy/snowy, or normal. Hole locations and wind speed and direction are 
randomly determined on each hole.

   If you can beat your opponent on a single hole, you win that hole and go 
1UP; if your opponent beats you, you lose that hole and go 1DOWN. The match 
ends when:

   - a golfer is ahead of their opponent by more holes than are remaining 
(if you are 3UP and there are only 2 holes left, your opponent can't catch 
you)
   - a golfer is 4UP on their opponent

   If a golfer is ahead by the same number of holes remaining (2UP with 2 
holes to play), the next hole is called a Dormy. The golfer who is ahead at 
a Dormy hole only has to tie on that hole to win the match. It is not necessary 
to win the hole outright, since your opponent will run out of holes to try 
and catch up.

   If the match is still even after 18 holes, the match goes into sudden death, 
where the first golfer to win a hole, wins the match.

Short Course
------------

   In this mode, up to four people can play a round on the Short Course, New 
Akebono G.C. You can also play against computer controlled opponents. Move 
the D-Pad Right to add more players, Left to reduce the number of players. 
Move the D-Pad Up and Down on any player to change what controller that player 
will use, or to select that player as computer controlled (COM). The Ultimate 
Version COM characters are the ones you face in the second half of VS Mode 
(except you can choose their equipment instead of them always using Big Air 
clubs), so pick them for a good challenge. Press X once you're satisfied with 
how many players you want. Select your characters and their equipment (by 
pressing L1, R1, L2 and R2 at the Golfer Select screen).

   In the Round Settings option, you have a few more things to choose from. 
Besides picking your caddy, you can now assign a handicap to any player. 
Whatever you set that players' handicap to, that player's final score will 
be deducted by the amount of handicap, giving them a lower score. You can 
use handicap to even out the players and make the game fair for everyone. 
If you have the "Weather Switcher" item (see Equipment), you will have the 
option to change the weather settings for the round. You can make it always 
sunny, always rainy/snowy, or normal. Hole locations and wind speed and 
direction are randomly determined on each hole.

   The winner is the player with the lowest overall score (round score with 
handicap).

   If you play the Short Course with only one player and no computer 
controlled players, then you can earn HotShots Points for that round and it 
will update your statistics.

Interrupting Your Round
-----------------------

If you want to save your progress during a round of golf without having to 
restart the entire round, you can interrupt your current game, save it, and 
return to it later. When the scorecard or leaderboard is on the screen between 
holes, press the SELECT button. You will be asked what slot to save your game 
in. Once it has been saved, you will return to the main menu. To continue 
your game from this point, select Continue on the main menu (see Continue).

IMPORTANT: You can only interrupt once per round. You cannot interrupt a 
National Tournament round.

After Your Round
----------------

Once you've packed your clubs away for another round and tallied up your 
HotShots Points, you are presented with three options. Exit Without Saving, 
Save and Exit, and Go Shopping. Exit Without Saving will take you straight 
back to the main menu. Save and Exit will give you a chance to save your 
progress first, then take you to the main menu. Go Shopping will take you 
to the Shop, where you can spend your earned points immediately. This is very 
convenient, since you don't have to quit to the Main Menu before you are 
allowed to buy new items and save your game.


Data
----

   Status
   ------

   Here is where you can view all of the statistics of all of your rounds, 
your scores, records, performance, rank, tournament rank, total HotShots 
points you currently have to spend, and whom you've beaten in VS Mode. For 
the Short Course, you can also view your closest to the pin average.

   Press the D-Pad Left and Right to change the tab you are currently viewing.
   Pressing TRIANGLE toggles between stats for Regular Tee/Back Tee rounds.

     Stats and Ranks
     ---------------
     These are the minimun values needed to obtain each rank:

                           S        A        B        C        D
                         -----    -----    -----    -----    -----      
      Best Score       -   -18      -14      -10      -6?      -2?
      Highest Points   -  4500     4000     3500     3000     2500
      Longest Putt(ft) -  82.0     65.0     50.0     30.0    20.0? 
      #1 Chip-In(yds)  -   200      150      125      75?       25
      Best Drive(yds)  -   330      300     250?     220?     200?
      Fairway Hits(%)  -  90.0     85.0     80.0     75.0     70.0
      Par Pace (%)     -  85.0     80.0     70.0     60.0     50.0
      Average Putt     -   1.1      1.3      1.4     1.6?     1.8?
      Good Impact(%)   -  55.0     45.0     35.0     25.0     15.0
      Overall          - all S    A avg    B avg    C avg    D avg

(Keep sending me your Stats and Ranks so I can make this chart 100% accurate!)

   Video
   -----

   This is where you can view and manage your great shots. HSG3 only records 
chip-in birdies, eagles or double-eagles, or holes-in-one for the 5 regular 
courses. Only holes-in-one are recorded on the Short Course. The type of 
replay, the course and hole it was achieved on, the length of the shot and 
the date the shot was made are all recorded with the replay.

   To view a replay, press X. To delete a replay, press SQUARE. To 
write-protect a replay (for those particularly impressive shots), press 
TRIANGLE. The word "Classic" appears on the picture if a replay is 
write-protected.

   At first, you can only save up to 20 shots for the 18 hole courses and 
up to 5 shots for the Short Course. With the "Video Upgrade" item (see 
Equipment), you can save up to 30 shots for the 18 hole courses and up to 
10 shots for the Short Course.
	
   Shop
   ----

   Here is where you spend all of those HotShots Points you've been earning. 
To see what you can buy in the Shop, see Equipment. Use the D-Pad to move 
the pointer to an individual item, press X to buy the current item if it's 
unlocked and you have the points to afford it. You can press L1 or R1 to quickly 
change pages.

   Inventory
   ---------

   Here is where you can see all of the clubs, balls, and items that you've 
won or bought, as well as any tournament trophies you've earned so far. Use 
the D-Pad to move the pointer over and item and read about it on the bottom 
of the screen. For a description of the clubs, balls and items, see Equipment.

   Profile
   -------

   Here is where you can view all of the golfers and caddies you have unlocked 
so far. Use the D-Pad to move the pointer over a golfer or caddie. To view 
their different outfits, press SELECT. To view their animations, press the 
L and R triggers.

      Golfers              Caddies

      L1 - Birdie/Win      L1 - Bad Shot/Bogey/Lose
      L2 - Eagle           L2 - Birdie/Win
      R1 - Par             R1 - Incoming!
      R2 - Bogey/Lose      R2 - FORE!

   History
   -------

   This menu option becomes available when you obtain the "Diary" item either 
by winning it in Tournament Mode or buying it from the Shop. (see Items) This 
records all of your accomplishments since you started playing Hot Shots Golf 
3. It keeps track of your Rank, Tournament Rank, when you shot a hole-in-one, 
new record low scores and beating all the VS Mode characters. Use the D-Pad 
Up and Down to scroll through your list of accomplishments.

Continue
--------

   This option lets you continue any single-player round that you interrupted 
(see Interrupting Your Round). Just pick which save slot you want to play 
and you'll be right back in the game. Please note that when you resume the 
game, it will resume from the tee of whatever hole you interrupted the game 
at. Also note that the interrupted game will disappear from the continue menu 
once you complete that round. If you soft reset (press 
L1+L2+R1+R2+SELECT+START), your interrupted game will not be wiped out, and 
you can once again continue from that point.

Options
-------

   BGM On/Off
   ----------
   Toggles the music On/Off while you are golfing. This does not affect the 
music on the menus.

   Gimme Putts On/Off
   ------------------
   When this is On, any putt 3 feet or less from the hole that is for a bogey 
or worse will be automatically putt in the hole. This does not apply to 
Tournaments or National Tournaments.

   Instant Character Select On/Off
   -------------------------------
   When this is On, the game will randomly select up to 4 golfers for your 
next game.

   Head Speed Radar On/Off
   ----------------------
   When this is On, the game will display the head speed of your club after 
you hit the ball. Earned when you obtain the "Head Speed Radar" item (see 
Equipment).

   Caddy
   -----
   Selects the caddy you want for your next round. You can also set this on 
the Round Settings screen when you pick your course. Can be set to Random.

   Caddy Color
   -----------
   Selects the color of the caddy's uniform. Can be set to Random. Earned 
when you obtain the "Caddy Outfit" item (see Equipment).

   Menu Character
   --------------
   Changes which character appears on the menu screens. You can only choose 
golfers that you have unlocked. Can be set to Random.

   Menu Wallpaper
   --------------	
   Changes what background picture appears on the menu screens. You can only 
choose wallpapers that you have unlocked. Can be set to Random. Earn 
additional pictures with the "Wallpaper Set" items (see Equipment)

   Music Mode
   ----------
   Allows you to hear all the music tracks in the game. Press X to play the 
selected track, press SQUARE to turn it off. Earned when you obtain the "Hot 
Shots Golf CD" item (see Equipment)

   View Loading Messages	
   ---------------------
   Allows you to view all previously seen loading messages. Contains lots 
of useful information about the game. To view the list, see 
Miscellaneous/Loading Messages. Earned when you play your first round of golf 
in any mode.
	
   Movie Theater
   -------------
   Allows you to view all previously seen movies. Earned when you obtain the 
"Movie Theater" item (see Equipment)

   Repair Divots
   -------------
   This option will repair all of the divots left by the golfers on all of 
the courses at once. Make sure you save your game or it won't remember you 
did this!

   Load from Memory Card
   ---------------------
   Loads a save game file from your PS2 Memory Card.

   Save to Memory Card
   -------------------
   Saves the current game file to your PS2 Memory Card. The save file is 799 
kb.


-==------==-
05 - Courses
-==------==-

(the numbers in brackets refer to playing from the Back Tees)

Mt. Sakura Country Club
-----------------------
Par: 72 - Total Yards: 6548 (6864) - Course Rate: 1.0 (1.4)

This is a great course for beginners to learn the game. Fairways are mostly 
wide open and fairly straight, making a good drive relatively easy. This is 
also the shortest 18 hole course, so players without the long ball can still 
score very well.

   Hole #1  - Par 4 - 404 (425) yards

   The first hole at Mt. Sakura is fairly straight and downhill, so you should 
catch some good roll on the fairway from your tee shot. The sand trap on the 
left and the pond on the right of the green shouldn't come into play. The 
green is large and nearly flat, with just a slight slope to the right, making 
your shot into the green no trouble at all. Easy birdie hole.

   Hole #2  - Par 3 - 170 (187) yards

   Don't let the large pond scare you as there is a lot of room to bail out 
on the left. The green here also has a slight slope to the right and is large. 
Getting at least par here shouldn't be a problem.

   Hole #3  - Par 4 - 387 (409) yards

   This is another straight ahead hole. Short hitters may want to shoot for 
the left side of the fairway so that the approach to the green isn't blocked 
by the trees on the right. Make sure to clear the river on your approach shot.

   Hole #4  - Par 4 - 428 (443) yards

   Here's the first dogleg golfers have to contend with. Fortunately, there's 
a wide landing area for your tee shot. Just watch that sand trap on the right! 
Another easy second shot awaits you into the large, flat green.

   Hole #5  - Par 5 - 500 (522) yards

   Here's your first real test of accuracy. While the landing area is large, 
shorter players want to be sure they do NOT go anywhere near the sand trap 
on the right. Trying to get on in 2 here is difficult as the road that runs 
along the right hand side of the hole is elevated, and is not easy to hit 
over. I would only recommend trying it if you are using a golfer with a high 
trajectory shot. The smaller green slopes towards the 3 sand traps guarding 
it.

From Awakendus:

- The best way to get a clear shot at that hole is to power down to about 
240~250 yards, aim just left of the sand trap and let it rip. Your position 
will be about 220 yards away but there will be nothing in the way of your 
shot. I also suggest putting backspin on the ball considering your gonna 
probably be pin hunting and you want it to stop somewhere close.

   Hole #6  - Par 4 - 344 (366) yards

   This short hole doglegs to the right. Longer players can try to curve their 
tee shot around the trees. This green is flat and large (seeing a pattern 
here?) and it should be no problem to get close on your second shot.

   Hole #7  - Par 3 - 164 (181) yards

   While the pond shouldn't pose a threat, the sand trap in front might 
depending on the position of the pin. Don't blast it too hard either as you'll 
end up in the rear trap. The green here slopes to the left and away from the 
tees.

   Hole #8  - Par 4 - 391 (408) yards

   This hole doglegs slightly to the right. Other than the fairway sloping 
to the right, there is no real trouble to speak of here, but remember that 
your approach shot will most likely start to the right due to the slope. The 
large green here slopes to the right and away from the tees.

   Hole #9  - Par 5 - 488 (510) yards

   Long hitters should aim for the patch of fairway that juts out on the left 
while shorter players should follow the fairway to the right. If you go for 
the green in 2, then you better make sure that you clear the small pond 
guarding it. The green is deep enough to accommodate the extra power you might 
give your shot to clear that pond. There is a mound on the left side of the 
green, which makes for a larger slope to the right, but in general this green 
seems to slope towards its center.

   Hole #10 - Par 4 - 379 (395) yards

   This hole is straight, but uphill, so your tee shot may not carry quite 
as far. There are no major troubles getting to the green here. Another large, 
mostly flat green awaits you. You should be able to get birdie easily here.

   Hole #11 - Par 5 - 529 (546) yards

   After driving into a narrow part of the fairway, golfers will be presented 
with a choice. They can either play it safe and lay up out to the right and 
get safely on in 3, or going for it and risk dropping the ball in the small 
pond guarding the green. Long hitters though should be able to really crush 
their drives as the hole is downhill all the way to the green. If you can 
avoid getting wet, you should score an easy birdie here.

   Hole #12 - Par 4 - 421 (438) yards

   Your tee shot on this dogleg left hole is complicated by a stream running 
across the fairway about 210-230 yards from the tees. No problem for long 
hitters, but shorter golfers may want to either use a Power Shot here or try 
to lay up short of the water. It's uphill all the way to the green, but you 
should have a lot of room to work with. The green slopes gently to the right.

   Hole #13 - Par 3 - 184 (195) yards

   This hole is more of the same, but choose your shot carefully as the green 
is uphill from the tees. Don't be short as your ball will most likely be 
swallowed by the large sand trap on the left.

   Hole #14 - Par 4 - 428 (439) yards

   The Buddha statue may be nice to look at, but it can cause headaches for 
longer hitters, as they'll have to either negotiate their tee shot over it 
or bail out with a shorter drive to the fairway towards the left. If you have 
to bail to the left, make sure you hit past the trees that jut out from where 
the statue is or you will have troubles getting on in regulation. There's 
lots of room on the kidney-shaped green, but you want no part of the small 
patch of bushes on the left or the nasty sand trap on the right.

   Hole #15 - Par 4 - 314 (342) yards

   This is a short, but very technical dogleg left hole. Unless you've got 
monster driving distance and a favorable wind, your tee shot is most likely 
going to want to be in the center of the fairway past the trees on the left, 
or at the very least, in a position to hit around them. The kidney shaped 
green slopes towards you and to the left, and you'll need a good second shot 
to get it close.

   Hole #16 - Par 3 - 162 (173) yards

   Here's a situation where having good backspin will really help you out. 
The green is WAY downhill here, so lay off the power just a bit. Anything 
short goes in a large sandy waste area in front, and anything too long gets 
caught in a smaller sand trap in the rear. 

   Hole #17 - Par 5 - 506 (523) yards

   You are greeted by a split fairway here. The right side is actually the 
HARDER shot because the fairway narrows so quickly. I'd recommend taking the 
left path. Not only is it easier to hit, it also leaves you a better angle 
into the green. A large sand trap guards most of the front of the green, which 
has a mound in the right center part. Otherwise, it slopes to the left.

   Hole #18 - Par 4 - 349 (362) yards

   A short but rounded dogleg to the left stands between you and the clubhouse. 
Short hitters should avoid the first sand trap sitting on the left of the 
fairway, but also note that the fairway slopes down into it. Monster hitters 
can try to reach the green with their tee shot, but the pond and sand trap 
make that shot ill-advised. At least the large green won't give you any 
headaches. This should be another easy birdie for you.


Aloha Beach Resort
------------------
Par: 72 - Total Yards: 6724 (7019) - Course Rate: 1.2 (1.6)

Another good course for beginners, Aloha Beach also gets players accustomed 
to dealing with the winds off the ocean. Fairways dogleg a bit more here, 
and the water and volcanic rock come into play a number of times. Players 
who can more accurately judge distances will be rewarded here with good 
scores. 

   Hole #1  - Par 4 - 386 (401) yards

   An easy, downhill dogleg to the left greets you. Power hitters should aim 
just left of the sand trap, but there's a lot of fairway should you chicken 
out to the right. Other than a bump in the front of the large green, it's 
pretty much flat. Easy birdie hole to start off.

   Hole #2  - Par 3 - 188 (199) yards

   An intimidating tee shot awaits you, as you have to hit the ball over the 
water. You can aim right to chicken out, but most players should be able to 
get close here. The green here has another bump in the front, but it shouldn't 
affect your shot decision.
 
   Hole #3  - Par 5 - 518 (534) yards

   This snaky fairway goes downhill to the middle, then back uphill to the 
hole. Power hitters will want to aim for the solitary palm tree on the fairway. 
If you're not feeling particularily heroic, try to put your second shot 
between the 4 sand traps in front of the green, which will leave you with 
an easy chip. The green slopes more towards the front.

   Hole #4  - Par 4 - 394 (410) yards

   Even though the fairway splits here, you should aim directly towards the 
hole and ignore the right side fairway totally. Even though there are a line 
of trees bewteen you and the green, they shouldn't factor into your approach 
shot. The pear shaped green here is guarded by 3 sand traps and generally 
slopes to the left.

   Hole #5  - Par 4 - 408 (419) yards

   This severe dogleft to the right has a large pond all along the right hand 
side. Power hitters can fly it right over the pond, while shorter golfers 
should bail out safely to the left. The deep green here slopes to the left, 
but mind the 3 sand traps that guard it, especially the huge one on the right.

   Hole #6  - Par 5 - 506 (528) yards

   The trees in the middle here make this a split fairway. If you feel 
confident in your accuracy, the better shot is to the thing fairway on the 
right. Either way you play it, if you want to reach the green in 2, you will 
need a solid over both water and a large sand trap that blocks out the entire 
front of the green. This is the first green with a heavy slope on it, so watch 
your putting.

   Hole #7  - Par 4 - 357 (373) yards

   Aim either straight down the fairway here towards the smaller volcanic 
rock mound, or if you are a power hitter, aim slightly more to the right 
between the two groups of trees. An easy chip over a stream here should lead 
to an easy birdie on this short par 4. The green gently slopes back towards 
the river.

   Hole #8  - Par 4 - 382 (403) yards

   Power hitters have a MAJOR short cut they can take advantage of here. Blast 
your shot just to the left of the green, aiming over the volcanic rock. If 
you hit it well, you should get a few friendly bounces and not only end up 
with a good position for your second shot, but a monster drive as well (this 
is a great hole to try and get your driving distance "S" rank). The large 
green here slopes back and to the right.

   Hole #9  - Par 3 - 165 (186) yards

   Yet another par 3 where you have to shoot over water. The green here is 
small compared to the others, but it is relatively flat. A birdie should be 
a piece of cake here.

   Hole #10 - Par 4 - 392 (408) yards

   Nothing fancy here, just a downhill, dead straight shot to the green. The 
sand traps in the fairway should pose no threat. The front part of the green 
slopes towards the front and left, while the smaller back part slopes towards 
the front and right.

   Hole #11 - Par 5 - 599 (616) yards

   Don't let the fact that this hole is 600 yards get you down, it is reachable 
in 2 if you try to shortcut over the water. Put your drive near the sand traps 
on the right. This should make your second shot within reach of the green. 
If not, you can still bail out to the left and try an approach shot from there. 
The green has a mound in the centre, so watch your putting.

   Hole #12 - Par 4 - 419 (435) yards

   A nice wide open fairway with a slight dogleg to the right makes this hole 
a nice breather. You can easily avoid the sand traps here and the pond by 
the green shouldn't come into play either. However, be aware the fairway 
slopes heavily to the right, so aim accordingly or your tee shot may trickle 
into the rough. The green here slopes towards the front and left.

   Hole #13 - Par 3 - 173 (184) yards

   Ho-hum... another par 3, another over water shot. The green is uphill so 
you might need a bit more juice on your shot. Don't overshoot the green by 
even a little, or you'll be faced with a sand shot. A mound on the right side 
of this green will keep you on your toes.

   Hole #14 - Par 4 - 430 (446) yards

   Another breather hole, as this dogleg to the right sport wide fairways. 
Easy drive, easy approach to the green as the pond in back shouldn't come 
into play. A high mound in the front of this green will cause your approach 
to bounce towards the back, but it shouldn't hurt you.

   Hole #15 - Par 4 - 424 (440) yards

   Don't bother with that small patch of fairway on the left. Unless there's 
a strong breeze blowing to the left, you'll never hit it. Besides, there's 
no trouble on the right side anyways. With a nice downhill shot into a large 
green, this is birdie country.

   Hole #16 - Par 5 - 510 (526) yards

   This hole is tricky from the get go. The landing zone for your tee shot 
narrows the further you hit, and there's no good place to get a direct second 
shot towards the green. Therefore, the best thing to do is lay up and put 
your 3rd shot on the green. The green slopes towards the front and left.

   Hole #17 - Par 3 - 136 (158) yards

   What's this? A par 3 that you DON'T have to shoot over water? Are we on 
the same course? The green is downhill, and to make matters worse, the green 
slopes heavily towards the back, so watch your distance.

   Hole #18 - Par 4 - 337 (353) yards

   Another shortcut is available for power hitters here. You can aim over 
the water just left of the green to set up a much better approach shot. Watch 
the various slopes on this green.


Western Valley Country Club
---------------------------
Par: 72 - Total Yards: 6962 (7260) - Course Rate: 1.4 (1.8)

More of a course for amateurs, this desert course is all about accuracy. Tight 
landing areas on fairways, doglegs, numerous trees and cacti make the need 
for planning and control a must when playing here. Those who can hit it long 
and straight at Western Valley score the best.

   Hole #1  - Par 4 - 443 (460) yards

   Your round begins with this double dogleg, first to the left, then back 
right. Fortunately, the fairway is wide open. Your shot into the green is 
threatened by a pond right in front of it, but this shouldn't be a problem. 
The green slopes towards the middle and towards the water.

   Hole #2  - Par 3 - 152 (169) yards

   This hole is quite tricky for only being the second hole. Three sides of 
the green are guarded by a pond, and the 2-tier green slopes towards the water 
on all sides. If your ball lands on the green, it WILL bounce to the right, 
so aim accordingly!

   Hole #3  - Par 5 - 526 (542) yards

   Another double dogleg here. Long hitters here can reach the green in 2, 
but only if they're able to 1) sneak their second shot around or over the 
cabin, and 2) avoid the pond to the right of the green. For shorter hitters, 
this should still be an easy birdie hole. The green here slopes towards the 
water on the right, but away from the water on the left.

   Hole #4  - Par 4 - 375 (392) yards

   This hole requires precise shotmaking. Long hitters will have to contend 
with a narrow landing area for their drives,and if you hit too long, your 
ball will trickle into the far sand trap. Short hitters will have to navigate 
around the pond and waterfall on the left. The group of trees just in front 
of the green will also make for a tricky approach shot. The green slopes 
heavily to the right.

   Hole #5  - Par 4 - 436 (452) yards

   Ahhh, a nice breather here. Just a simple, downhill dogleg to the right. 
The only trouble here is negotiating the trees at the bend of the dogleg, 
and the large sand trap in front of the green. Not much slope to this green, 
either. Birdie country.

   Hole #6  - Par 4 - 438 (454) yards

   Long hitters should aim for the small patch of fairway on the left. The 
second shot will be uphill and you'll have to hit over trees, but it's much 
shorter. Hitting to the right side fairway, however, does leave you with a 
clean shot at the flag.

   Hole #7  - Par 3 - 170 (186) yards

   This is a tricky, uphill par 3. You'll probably want to hit one club more 
than normal to nail this green (unless you have a favorable wind). The front 
of the green slopes heavily to the right, while the back slopes heavily to 
the left.

   Hole #8  - Par 5 - 584 (598) yards

   Long hitters should go for the patch of fairway aiming straight at the 
green as you'll easily get on in 2 from there. Unfortunately, the short 
hitters have no alternative but to go the long way and try to get on in 
regulation. Just remember, any shot that goes in the valley is OB. At least 
there isn't much in the way of trouble on this hole. The pear-shaped green 
doesn't have too much slope either.

   Hole #9  - Par 4 - 411 (428) yards

   A straight, downhill hole that will give long hitters a problem, since 
the landing zone for their drives gets REALLY narrow. The green slopes to 
the left. The crowd also disappears on this hole in Tournament Mode. Guess 
there was no room for then to stand. Birdie country, big time.

   Hole #10 - Par 4 - 394 (410) yards

   Another easy, straight, downhill hole. Place your drive right between and 
over those trees and you're laughing all the way to the green, which slopes 
to the right.
 
   Hole #11 - Par 4 - 440 (456) yards

   Although the left split in the fairway will get you closer to the hole, 
it will leave you with a more difficult second shot around the tall trees. 
The green is still easily reachable from the right split, and leaves a better 
second shot opportunity, so head right.

   Hole #12 - Par 4 - 455 (471) yards

   A severe dogleg to the right. Your drive goes downhill, your second shot 
is LONG and uphill. Avoid the trees on the fairway and you're fine. The green 
slopes to the right.

   Hole #13 - Par 3 - 192 (208) yards

   One of the nastiest par 3's in the game. Severely downhill, surrounded 
by water, and a green that slopes heavily towards the sand trap on the right. 
Aim well.

   Hole #14 - Par 5 - 497 (515) yards

   Thanks to the split in the fairway near the green, short hitters will have 
to go for this green in 3. Long hitters, have a field day. Tee shots go downhill, 
but the green is well uphill, so use the appropriate club. Otherwise, enjoy 
this nice straight, downhill, easy par 5. The green is like a bowl; it slopes 
towards its center.

   Hole #15 - Par 4 - 407 (423) yards

   A dogleg left, with an uphill drive and downhill shot to the green. Not 
too much trouble here, but make sure you are able to shoot around the trees 
and especially, the rock spire to the left of the fairway. The green here 
slopes mostly to the right, except for a hump in the front.

   Hole #16 - Par 3 - 178 (194) yards

   Yet another tricky, downhill par 3. At least the water shouldn't be an 
issue. The green slopes severely to the left, so plan accordingly.

   Hole #17 - Par 4 - 358 (380) yards

   The signature hole of Western Valley, complete with extinct volcano. This 
is a very rounded dogleg right. Long hitters have a HUGE advantage on this 
hole, as they can hit over the trees to the wider part of the fairway about 
50-60 yards away from the green. The green slopes to the right.

   Hole #18 - Par 5 - 506 (522) yards

   One last long double dogleg before the clubhouse. This is yet another hole 
that does not favor short hitters, but at least there is lots of fairway to 
hit. Long hitters should try to aim to the farthest fairway left as their 
length allows. It will make trying to get on in 2 much easier since you won't 
have to contend with trees. The green, however, is tucked in behind the water 
and one large sand trap in such a way that you better hit it hard!

Bagpipe Classic
---------------
Par: 72 - Total Yards: 7197 (7476) - Course Rate: 1.6 (2.0)

This links style course is what you would expect from the most challenging 
courses in Europe; large fairways, a multitude of deep sand traps scattered 
all over the course, high winds and a lot of altitude changes and severely 
sloping greens. Your approach shot skills will be put to the test here. Be 
aware of the buildings and landmarks, they're not just for show!

   Hole #1  - Par 4 - 412 (429) yards

   A nice downhill, straight hole to start you off here. Keep your tee shot 
away from that bunker sitting in the middle of the fairway. As long as you 
can do that, you should be looking at an easy birdie. The back of the green 
is mostly flat while the front is more bowl shaped.

From Strayster28:

- On this hole, I always use a Power Shot to hit it over the hellish bunker 
right in the center of the fairway. If you don't get over that, say hello 
to an openning double bogey or worse. In certain hole locations, the green 
is relatively flat around the cup (roughly a 10 foot area around the hole). 
If you play your second shot well, you can have a nice tap-in birdie.

   Hole #2  - Par 4 - 409 (425) yards

   This hole plays quite straight, even though it turns left around the pond. 
Long hitters beware of trickling into the sand trap near the water. Otherwise, 
this should be yet another easy birdie hole. The green is mostly flat except 
for a steep hill at the back and a dropoff near the pond.

   Hole #3  - Par 4 - 449 (466) yards

   Here we have a long, slight dogleg to the right. You want your drive 
somewhere that you can hit past the solitary tree on the right, but as always 
on this course, don't go near those deep bunkers! The green has a river running 
right in front of it, and you'll be shooting uphill, so pick the right club. 
The green slopes mostly towards the right and towards the river.

   Hole #4  - Par 3 - 174 (185) yards

   The biggest thing to worry about on this par 3 is the bunkers. They're 
REALLY deep! A mound on the back of the green along with a heavy slope left 
in front makes this a tough green to putt well on.

   Hole #5  - Par 5 - 568 (585) yards

   Power hitters have another MAJOR shortcut they can take advantage of here. 
There is enough space between the buildings on the right to squeeze a Power 
Shot through, but only if you can hit it straight and over 250 yards. This 
is, however, the only way I've found to reach the green in 2. If you play 
normally, watch the river and bunkers on your tee shot. The river crosses 
the fairway again before the green, but it shouldn't come into play. A mound 
on the front of the green will direct shots towards the back.

   Hole #6  - Par 4 - 378 (394) yards

   Long hitters can hook their drive around the buildings and set up an easy 
birdie. Otherwise, aim between the farthest sand traps. This green slopes 
heavily to the left and towards the front.

   Hole #7  - Par 3 - 202 (218) yards

   Whatever you do, make sure you hit the ball past that nasty front bunker! 
The green slopes towards its middle and towards the rear trap. The length 
of this hole makes it difficult to stop the ball when it lands, so use 
backspin!

   Hole #8  - Par 4 - 410 (427) yards

   I would advise playing this hole normally out to the fairway ont he left. 
As appealing as that little outcropping of fairway is on the right, it slopes 
downhill there and you're likely to get stuck in the rough and behind a tree. 
This green is divided down the middle by a hill, so the left side slopes to 
the left, and the right side slopes to the right.

   Hole #9  - Par 5 - 537 (554) yards

   Try to aim your drive over the pond and catch the left side of the fairway. 
Since the green is directly behind the buildings from the tee, this is the 
best place to try to hook it around (you will have to hit it over the yard) 
and get on in 2. Long hitters will have better luck pulling this off. If you 
do try for the green in 2, make sure you hit past the river!

   Hole #10 - Par 4 - 443 (459) yards

   Doesn't this river ever end? Anyways, aim your shot over the trees for 
the left fairway past the river. It's the only way to get a straight shot 
into the green. The green is very large and very flat. Birdie country.

   Hole #11 - Par 5 - 540 (556) yards

   Hmm... the hole shows as being 540 yards, but you're only 415 or so from 
the tee if you go straight at the flag. Long hitters beware of the never-ending 
river and the small but deep bunkers around your tee shot landing area. You'll 
have to hit over the river yet again to make the green, so as John Daly says, 
"Better hit it hard!" This green slopes towards its center.

   If you're of the adventurous type and think you're good enough, you can 
take a chance for an easy eagle putt. Hit your drive into the wide expanse 
of rough on the left, making sure to not get stuck behind any trees. If you 
hit it right, you should be about 120-140 yards away for your second shot. 
You'll be in the rough, so compensate for the power loss. If all goes as 
planned, you should be very close to the hole in 2.

   Hole #12 - Par 4 - 435 (450) yards

   OK, now I KNOW the course designer here was either drunk or stoned to think 
that the river running right up the center of the fairway was a good idea! 
Anyways, since the river is the only major obstacle on this hole, you 
shouldn't have any problems here. Power hitters should aim right over the 
farmer's field to the patch of fairway left of the river (directly towards 
the green). This green slopes heavily to the right.

   Hole #13 - Par 3 - 194 (205) yards

   A long par 3 with NO WATER! Huzzah! Just watch this multi-sloping green 
and the deep traps guarding it. Hit it with enough power or you'll trickle 
back into the rough or a trap.

   Hole #14 - Par 4 - 444 (462) yards

   I spoke too soon, there's that river again. Fortunately, it shouldn't come 
into play here. Long hitters will want to throttle down a bit as this fairway 
narrows a lot, and right where it narrows there are trees you'd have to hit 
around. You'll be left with a long, uphill second shot, but at least you'll 
have a shot! The green here slopes heavily to the right, and has one big trap 
in front and back guarding it.

   Hole #15 - Par 3 - 169 (180) yards

   The shot to the green is uphill, which slopes to the right. It's all OB 
behind the green, and there's a particularily nasty pot bunker in front, so 
watch your power!

   Hole #16 - Par 4 - 445 (461) yards

   You're presented with a choice here, with neither option being much better 
than the other. You can aim left for a long drive and possibly get stuck behind 
trees, or you can throttle back and try to play over the castle on your second 
shot, and risk having to hit around a tower. The green slopes to the left, 
and has 4 big nasty traps around it that you must avoid. Good luck.

   Hole #17 - Par 5 - 524 (540) yards

   Water, lots of sand traps on the fairway and a double dogleg. Yuck. Any 
shot to the middle of the fairway here is a good one. Long hitters should 
be able to reach this green in 2 as long as the trees don't get in your way. 
Make sure any shot into the green is long enough, since the area guarding 
the front of the green (with the bridge) is all OB. The green slopes to the 
front and the left.

   Hole #18 - Par 4 - 464 (480) yards

   From the tee, the green is completely blocked out by the castle, so you'll 
have to go around the left. You want to be somewhere around the sand trap 
on the right nearest the castle on your tee shot. This will give you the best 
chance of getting to the green in regulation. Just make sure you can hit your 
second shot with enough height to clear the hill!

From Strayster28:

- Try to play the first shot short, but not too short, or you'll end up in 
the bunker. If you stay far enough back from the plateau with the house on 
it, you can get it over that (as long as you avoid the trees) and have a good 
chance for birdie. Be careful, this is one of those do or die holes and if 
you screw up you are.... well, screwed. I'm happy to walk away with par on 
this hole, considering it is probably the most difficult par 4 in the game. 
You could try to play it as a Par 5 (three shots to the green) but only if 
you have remarkable chipping ability.


United Forest Golf Course
-------------------------
Par: 72 - Total Yards: 7234 (7507) - Course Rate: 1.8 (2.2)

The longest and most difficult of the courses, United Forest is for the 
professionals that have their whole game under control. You'll need all your 
shot making skills as you contend with trees in the middle of fairways, severe 
doglegs and high winds in your face. Good luck!

   Hole #1  - Par 4 - 438 (454) yards

   This hole is much easier than it looks. You can easily drive around or 
over the tree in the middle of the fairway, and the water shouldn't come into 
play at all. Stray drives will trickle into the traps on either side, so beware. 
The green slopes heavily to the right and towards the water.

   Hole #2  - Par 5 - 558 (574) yards

   For long hitters, trying to crush one here will more than often put you 
OB unless you slice it around the dense trees on the right. It's very difficult 
to make this green in 2 because the dogleg occurs early in this hole. Once 
you get past it, there isn't much other trouble here to concern you.

   Hole #3  - Par 4 - 435 (451) yards

   The biggest obstacle on this hole is the group of trees about 100-120 yards 
from the green to the right of the fairway. Almost every second shot will 
either have to be hit over or around them, so try to be on the left side of 
the fairway on your drive (but watch that sand trap). The green here doesn't 
slope much, so if you get on in 2, you've got a good shot at birdie.

   Hole #4  - Par 3 - 186 (197) yards

   The tall trees shouldn't come into play so go for the flag! The left side 
of the green slopes left, the right side of the green slopes right, and the 
whole thing slopes to the back.

   Hole #5  - Par 4 - 393 (410) yards

   Here's the first really tricky hole, since you'll want to drive around 
or over the first group of trees, while leaving yourself room for a shot around 
the second group where the fairway narrows. Try to get your drive somewhere 
between the triangle of sand traps. This green slopes heavily to the right.

   Hole #6  - Par 3 - 199 (210) yards

   The length of this downhill par 3 combined with the large hill in the front 
of the green makes it difficult to stop your ball close, so use some backspin 
here. If you hit it short, you're going to trickle all the way down the hill 
and maybe in the trap, so hit it well!
 
   Hole #7  - Par 4 - 406 (422) yards

   This is a wide open downhill dogleg left. Placement of your drive is 
critical here, since the fairway gets narrow right at the dogleg. If you are 
a really long hitter or have a strong wind at your back, you can try to go 
over the trees on the left and roll it right down the hill close to the green 
(This is a great hole to get your Longest Drive stat improved).
      
   Hole #8  - Par 5 - 565 (587) yards

   Here's a fairly straight hole without a lot of trouble. The green being 
tucked in behind the trees makes it tough to go for it in 2. The green here 
is also fairly flat, so a birdie is a definite possibility here.

   Hole #9  - Par 4 - 438 (455) yards

   A very roundabout dogleg right with thinner fairways. Long hitters can 
try to plow their drive over the trees on the right, but you better make sure 
you hit the ball high enough! Watch for the tree just on the left of the fairway 
about 100 yards away as it could make your shot into the green tricky. The 
green slopes to the left and towards the front.

   Hole #10 - Par 4 - 468 (479) yards

   This is a long, but fairly straight hole with 2 main areas to watch, and 
they both involve the tall trees that jut into the fairway. My advice is to 
get as close to the first tree as you can. As long as you don't get stuck 
behind it or in the trap, your shot into the green should be more open. Watch 
the mound in the front part of the green.

   Hole #11 - Par 4 - 431 (448) yards

   The biggest thing to watch on this hole is the pond by the green, especially 
if the flag is near that side of the green. The green slopes towards the pond 
as well, so aim accordingly.

   Hole #12 - Par 3 - 193 (204) yards

   Make sure you hit it long enough, but be warned that the green slopes 
towards the river and towards the back, so you'll need some backspin to get 
the ball to sit down.

   Hole #13 - Par 4 - 359 (375) yards

   This hole can be nasty. A pond on the left, a narrow fairway that leans 
towards the pond, and a couple of trees at the dogleg left that will force 
you to hit around them depending on where your drive ends up. At least there 
is a huge green to aim at, which slopes to the right.

   Hole #14 - Par 4 - 444 (460) yards

   Ahh... a nice breather after the last hole. Wide open fairways, a simple 
dogleg to the left, this shouldn't be any trouble. The green slopes mostly 
to the left.

   Hole #15 - Par 5 - 525 (541) yards

   The only thing to watch on this hole is how the fairway narrows in the 
landing area for drives and towards the green. But if your aim and timing 
is good, you should be able to get on in 2 here. Just be careful around the 
green, since the back is all pond, and the green slopes that way.

   Hole #16 - Par 3 - 195 (206) yards

   This hole almost has an island green. The fact that it's long and downhill 
doesn't help either. Make sure you hit the right club here. The green slopes 
heavily towards the pond.

   Hole #17 - Par 4 - 437 (454) yards

   Another breather before the last hole. Don't worry about the pond on the 
right, it shouldn't affect your shot selection at all. The green slopes to 
the right.

   Hole #18 - Par 5 - 564 (580) yards

   Sheesh, can the fairways get any thinner? This is an accuracy test, folks. 
Not only is the fairway thin, but it slopes towards the pond on the left. 
If you manage to stay dry, those who go for it in 2 will have to hit around 
a group of trees near the green. The green here is mostly flat, with a ridge 
in the center that slopes to the left. Birdie is an excellent score on this 
hole.

New Akebono Golf Course
-----------------------
Par: 27 - Total Yards: 981 (1125) - Course Rate: 1.0 (1.0)

A cute par 3 course that looks to be in the middle of a residential 
neighborhood or fairground, New Akebono is the perfect place to improve your 
chipping and approach shot skills. Not much in the way of trouble here, but 
you will need to learn to spin the ball if you want to get that elusive ace!

   Hole #1  - Par 3 -  79 ( 95) yards

   This is a very simple, straightforward shot to the green. The shot is 
downhill and the green slopes mostly to the left.

   Hole #2  - Par 3 - 121 (137) yards

   The water is here mostly to psych you out. The lower part of the green 
slopes right, while the upper part slopes mostly to the left.

   Hole #3  - Par 3 -  88 (104) yards

   Watch your distance as this hole is quite a bit downhill. The left part 
of the green slopes left, while the right part slopes to the right.

   Hole #4  - Par 3 -  50 ( 66) yards

   From the front tees, you'll automatically be in Approach Mode on the tee. 
This should give you an even better chance to knock it in. Similar green to 
the last hole.

   Hole #5  - Par 3 - 141 (157) yards

   Don't let the high fence scare you, you won't hit it unless you duff your 
shot totally. This green slopes heavily to the right.

   Hole #6  - Par 3 - 163 (179) yards

   Nothing new here, just watch the trap in front. The green is mostly flat 
except for a slight hill in the front and a slight dip in the back.

   Hole #7  - Par 3 -  89 (105) yards

   Although short, this hole is tricky since the green is so high in 
comparison to the tee. So use the right club! The green slopes to the left.

   Hole #8  - Par 3 - 133 (149) yards

   While this green slopes to the right, the slope is heaviest at the green's 
left side, so aim accordingly.

   Hole #9  - Par 3 - 117 (133) yards

   Not much to talk about here. The green here slopes towards the pond, so 
watch your aim.


-==--------==-
06 - Equipment
-==--------==-

(Unlocked refers to when the item becomes available to buy in the Shop)

Clubs
-----

STANDARD   - Cost: None (not sold in the Shop, default starting clubs)
           - Stats Changes: none
             
This standard model, suitable for pros and amateurs, is noted for its lack 
of weak points.

BEGINNER   - Cost: None (Not sold in the Shop, default starting clubs)
           - Stats Changes: lowers Power, raises Impact

An easy-to-handle club for beginners that sacrifices distance for impact.

BIG AIR    - Cost: 5900
           - Stats Changes: raises Power, lowers Impact
             (Unlocked: at the beginning of the game)

With a long shaft for greater distance, this is a club for long hitters.

PINHOLE    - Cost: 6300
           - Stats Changes: raises Control, lowers Impact
             (Unlocked: when you reach Amateur Tournament Rank)

A club designed for exceptional control in precision shots, like threading 
a needle.

TURBO SPIN - Cost: 6700
           - Stats Changes: lowers Impact, raises Spin
             (Unlocked: when you reach Semi-Pro Tournament Rank)

Designed with an emphasis on spin, this club can impart amazing spin when 
handled correctly.

INFINITY   - Cost: 8700
           - Stats Changes: lowers Impact, raises Power, Control and Spin
             (Unlocked: when you reach King Tournament Rank)

A golfer's dream: a set of custom-made, ultra-high-performance clubs with 
outstanding strength and distance.


Golf Balls
----------

STANDARD   - Cost: None (not sold in the Shop, default starting golf balls)
           - Stats Changes: none

General-purpose balls with standard performance. Suitable for any situation.

BEGINNER   - Cost: 8000
           - Stats Changes: slightly lowers Power, slightly raises Impact
             (Unlocked: when you reach Top Pro Tournament Rank)

Developed especially for beginners, this ball has a large sweet spot that 
reduces the chances of a missed shot.

BIG AIR    - Cost: 6700
           - Stats Changes: raises Power, lowers Control
             (Unlocked: when you reach Semi-Pro Tournament Rank)

Made with high-elasticity materials and suited to driving contests. Going 
for a 2-on on a Par 5 hole? Try these.

PINHOLE    - Cost: 7000
           - Stats Changes: raises Control
             (Unlocked: when you reach Pro Tournament Rank)

For a straight flight path and sniper-like precision on narrow fairways, 
these balls go right where you hit them.

TURBO SPIN - Cost: 7000
           - Stats Changes: lowers Control, raises Spin
             (Unlocked: when you reach Pro Tournament Rank)

For shots that stop dead with a super-short run. No other ball has such amazing 
spin.

STRAIGHT   - Cost: 7600
           - Stats Changes: lowers Curve
             (Unlocked: when you reach Tour Pro Tournament Rank)

A special ball with reduced deviation yet also capable of sidespin.
(Using this ball also eliminates any natural curve a golfer may have.)

SIDESPIN   - Cost: 8000
           - Stats Changes: lowers Control, raises Curve
             (Unlocked: when you reach Top Pro Tournament Rank)

Exceptional sidespin capabilities make this ball good for doglegs and 
stymies.

INFINITY   - Cost: 8700
           - Stats Changes: slightly raises Power, Control and Spin
             (Unlocked: when you reach King Tournament Rank)

An ultra-high-tech ball designed to bring out a player's full potential.


Items
-----

(These items can also be won in Tournament Mode)

Wallpaper Set 1       - Cost: 2900   (Unlocked: at beginning of the game)
Wallpaper Set 2       - Cost: 3300   (Unlocked: when you reach Amateur Tournament 
Rank)

These add more background pictures to the menu screens for you to choose from. 
Set 1 opens backgrounds 21 to 30 and Set 2 opens backgrounds 31 to 36.

Head Speed Radar      - Cost: 2900   (Unlocked: at beginning of the game)

This item activates the Head Speed Radar option in the Options menu.

Caddy "Mel"           - Cost: 2900   (Unlocked: at beginning of the game)
Caddy "Sophie"        - Cost: 3700   (Unlocked: when you reach Semi-Pro 
Tournament Rank)
Caddy "Cougar"        - Cost: 4600   (Unlocked: when you reach Tour Pro Tournament 
Rank)
Caddy "Frank"         - Cost: 5000   (Unlocked: when you reach Top Pro Tournament 
Rank)

These will make the four other caddies available to choose in the game.

New Outfit #3         - Cost: 3300   (Unlocked: when you reach Amateur Tournament 
Rank)
New Outfit #4         - Cost: 4000   (Unlocked: when you reach Pro Tournament 
Rank)

These will add more outfit choices for all the golfers in the game. Change 
your golfer's appearance at the Character Select screen by pressing SELECT.

Caddy Outfit          - Cost: 5700   (Unlocked: when you reach King Tournament Rank)

This will add three more outfit color choices for all of the caddies in the 
game. This will activate the Caddy Color option in the Options menu.

Hot Shots Golf CD     - Cost: 3300   (Unlocked: when you reach Amateur Tournament 
Rank)

This item activates the Music Mode option in the Options menu, where you can 
listen to all of the music in the game.

Diary                 - Cost: 3700   (Unlocked: when you reach Semi-Pro Tournament 
Rank)

This item activates the History option from the Data menu.

Weather Switcher      - Cost: 4000   (Unlocked: when you reach Pro Tournament 
Rank)

This item allows you to change the weather conditions for Multi-Player rounds 
ONLY. In the Round Settings menu when selecting a course, you can choose 
between Random, 100% Sunny, or 100% Rainy/Snowy.

Super Distraction     - Cost: 4600   (Unlocked: when you reach Tour Pro 
Tournament Rank)

This item allows you to use the L2 and R2 buttons in Multi-Player rounds ONLY 
to create really distracting sounds while your opponent is taking a shot. 
The sound effects vary depending on the golfers chosen.

Back Tee Play Rights  - Cost: 4600   (Unlocked: when you reach Tour Pro 
Tournament Rank)

This item allows you to play all of the courses from the back tees. This makes 
the courses a little longer, and therefore more challenging. Continue 
scrolling left or right on the Course Selection screen to play a course from 
the back tees.

Video Upgrade         - Cost: 5000   (Unlocked: when you reach Top Pro Tournament 
Rank)

This item opens 15 more slots to save replays of great shots in the Video 
option on the Data menu; 10 for the 18 hole courses (making 30 spaces total) 
and 5 for the short course (making 10 spaces total).

New Winning Animation - Cost: 5200   (Unlocked: when you reach Tour Pro 
Tournament Rank)

This item unlocks a second Birdie/Win animation for each golfer. It doesn't 
happen often, so you'll know them when you see them.


(These items cannot be won in Tournament Mode)

Capsule 01            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 02            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 03            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 04            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 05            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 06            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 07            - Cost: 2900   (Unlocked: at beginning of the game)
Capsule 08            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 3)
Capsule 09            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 1)
Capsule 10            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 2)
Capsule 11            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 3)
Capsule 12            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 3)
Capsule 13            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 5)
Capsule 14            - Cost: 4900   (Unlocked: play 10 Stroke/Tournament 
rounds:Course 3)

Each capsule unlocks a new object or animal on a particular course. 
Descriptions and locations of each capsule are listed under 
Miscellaneous/Locations of Capsule Creatures/Objects.
(NOTE: For a round to count towards your total rounds played on each course, 
it has to be in either Stroke, Tournament or National Tournament Mode, and 
the rounds can be played from either the normal or back tees.)

Camera Upgrade A      - Cost: 4600   (Unlocked: play 10 Stroke/Tournament 
rounds total)
Camera Upgrade B      - Cost: 4600   (Unlocked: play 20 Stroke/Tournament 
rounds total)
Camera Upgrade C      - Cost: 4600   (Unlocked: play 30 Stroke/Tournament 
rounds total)
Camera Upgrade D      - Cost: 4600   (Unlocked: play 40 Stroke/Tournament 
rounds total)

Camera upgrades A, B and C unlock new camera angles for in-game replays and 
saved shot replays. Camera upgrade D unlocks a new camera angle for 
winning/losing animations.

Movie Theater         - Cost: 4600   (Unlocked: when you defeat John in VS 
Mode)

This makes the Movie Theater option available in the Options menu, where you 
can view all of the movies you have seen so far.

Pinch Hit Coupon      - Cost: 1400   (Unlocked: at beginning of the game)

Pinch Hit Coupons are used to let the computer play a VS Mode round for you. 
This is the only item in the game that you can have more than one of.

HotTip 1              - Cost: 1400   (Unlocked: at beginning of the game)
HotTip 2              - Cost: 1400   (Unlocked: when you own HotTip 1)
HotTip 3              - Cost: 1400   (Unlocked: when you own HotTip 2)
HotTip 4              - Cost: 1400   (Unlocked: when you own HotTip 3)
HotTip 5              - Cost: 1400   (Unlocked: when you own HotTip 4)

The HotTip scrolls describe how to perform the super techniques and how to 
select a left-handed golfer.

Character Wallpaper 1 - Cost: 4100   (Unlocked: when you defeat Stacey & Spike 
in VS Mode)
Character Wallpaper 2 - Cost: 4100   (Unlocked: when you defeat John in VS 
Mode)
Character Wallpaper 3 - Cost: 4100   (Unlocked: when you defeat Louise in 
VS Mode)

Each Character Wallpaper set adds a batch of 5 new menu wallpapers that 
feature the golfers from the game. Set 1 adds pictures of Tiffany, Jonnie, 
Pete, Stacey and Spike. Set 2 adds pictures of Lin, Mitch, Estelle, Toni and 
John. Set 3 adds pictures of Kamala, Zeus, Blue, T-Bone and Louise.

Secret Tiffany Outfit - Cost: 7200   (Unlocked: when you defeat Louise in 
VS Mode) 
Secret Jonnie Outfit  - Cost: 7200   (Unlocked: when you defeat Louise in 
VS Mode)
Secret Pete Outfit    - Cost: 7200   (Unlocked: when you defeat Louise in 
VS Mode)
Secret Stacey Outfit  - Cost: 10000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Spike Outfit   - Cost: 10000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Lin Outfit     - Cost: 13000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Mitch Outfit   - Cost: 13000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Estelle Outfit - Cost: 16600  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Toni Outfit    - Cost: 16600  (Unlocked: when you defeat Louise in 
VS Mode)
Secret John Outfit    - Cost: 19700  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Kamala Outfit  - Cost: 22800  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Zeus Outfit    - Cost: 22800  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Blue Outfit    - Cost: 26000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret T-Bone Outfit  - Cost: 26000  (Unlocked: when you defeat Louise in 
VS Mode)
Secret Louise Outfit  - Cost: 29000  (Unlocked: when you defeat Louise in 
VS Mode)

These will let you select that respective golfers' 5th Secret "S" outfit.


-==-----------------==-
07 - Scoring Strategies
-==-----------------==-

- Make a plan of attack. Think about where you want to place your shots. Think 
about how you can best utilize your golfer's abilities in any given situation.

- Learn how to hit every shot in the game, especially the Super Techniques. 
Practice them to become a magician on the course. Learning how to swerve shots 
around obstacles, launching the ball over trees, and getting the ball to do 
exactly what you want it to will greatly improve your game.

- If you're just off the green, try taking a low numbered club (like a 3-iron) 
and hit your shot like a putt. This is known as a "bump and run" shot, and 
can be an effective way to score a lot of chip-ins. Don't forget to account 
for any slopes, and try using Super Topspin to increase your chances.

- Don't forget about your Power Shots! They're not just for par 5's. But don't 
use them all up too early either, or you won't have one available when you 
might really need it.

- Timing is everything in this game. Practice like mad. Use the Training Mode 
to get your timing down without having to worry about your stats getting 
messed up.

From Easports34:
- Most people ONLY use Power Shots off the tee or maybe if they are in the 
rough, sand or facing a LONG putt. I often use them when I am between clubs. 
For example, if I'm 138 yds away, and the caddie gives me a club that has 
149 yd max, I will often drop to a 129 yd club and use a Power Shot. This 
puts me at perfect distance (depending on the conditions). I also use this 
technique on the short course to give me a better shot.


URBS22's Golf Clinic
-==--------------==-

Putting
-------

The two main aspects of putting are power and aim. I can help you take care 
of one so that you can work on the other. Here's a good way to judge how hard 
you need to hit your putts. You have to know how to interpret the information 
the game gives you.  

Distance:

The distance of your putt is located in the lower left of your screen, directly 
above your current club, shown in feet.

Elevation change:

The elevation change is located in the middle of your screen at the very top. 
It can be hard to see at times, so if you are having problems reading it, 
use up/down on your left controller pad to move the camera up/down. A 
different background can make it easier to read.

The elevation change is shown in feet also, but in hundreths of feet. So you 
will see 1.40 or 0.34.  Orange numbers mean the putt is uphill and will need 
more power. Blue numbers show the putt is downhill and will require less 
power.

Applying Distance and Elevation changes:

Here are a few rules that will help you to judge how much power to use on 
your putts:

1. For every putt under 40 ft, add 1 ft to the distance. So for a 23 ft putt, 
you make it 24, etc. For putts over 40 ft, add 2 ft.
2. For uphill putts, add 1 ft to the distance for every 0.1 up. So for a putt 
that goes uphill 0.32, you add 3 ft to the distance (round the number, this 
isn't an exact science). 
3. For downhill putts, subtract 1 ft from the distance for every 0.1 down. 
So for a putt that goes 0.58 down, subtract 6 ft from your distance.
4. For any elevation change larger than 1.00, subtract 1-3 from the elevation 
change distance.  So for a putt downhill 1.45, instead of sutracting 15 ft 
form the distance, only subtract 13.  For a putt uphill 1.35 ft, add 12 ft 
instead of 14 the distance. This is something you will have to toy with for 
longer putts. There's nothing worse than leaving an uphill putt short or 
making a downhill putt fly past the hole. Use this rule with caution. You 
may need to use a bit extra power for uphill putts so changing the number 
by 1-3 may not be necessary. It's much more important for shorter putts.

Examples:

31 ft putt, .45 downhill
Original distance:                   31
Add 1 ft for putts under 40 ft:      31+1=32
.45 Downhill = Subt 5 ft from dist:  32-5=27
Final distance:                      27 feet

16 ft putt, .33 uphill
Original distance:                   16
Add 1 ft for putts under 40 ft:      16+1=17
.33 Uphill = Add 3 ft to dist:       17+3=20
Final distance:                      20 feet

39 ft putt, .75 uphill
Original distance:                   39
Add 1 ft for putts under 40 ft:      39+1=40
.75 Uphill = Add 8 ft to dist:       40+8=48
Final distance:                      48 feet

8 ft putt, .45 downhill
Original distance:                   8
Add 1 ft for putts under 40 ft:      8+1=9
.45 Downhill = Subt 5 ft from dist:  9-5=4
Final distance:                      4 feet

49 ft putt, 1.13 uphill
Original distance:                   49
Add 2 ft for putts over 40 ft:       49+2=51
1.13 Uphill = Add 11 ft to dist:     51+11=62
Subt 1-3 for elev over 1.10:         62-2=60
Final distance:                      60 feet

52 ft putt, 1.37 downhill
Original distance:                   52
Add 2 ft for putts over 40 ft:       52+2=54
1.37 Downhill = Subt 14 ft from dist:54-14=40
Add 1-3 ft for elev over 1.10:       40+2=42
Final distance:                      42 feet


Approach Shots and Drives
-------------------------

1. Distance

When judging the distance, always err on the side of caution. So if you have 
a lake in front of the hole, make sure you don't go short. If there's a huge 
sand trap at the front of the green, make sure you don't hit it short. Most 
importantly, always think about your skill level and the distance when 
picking a club. If you have 220 to the hole, your club goes 217, and you're 
not very good at getting full power, then don't try it!!! That's a hard shot 
for the pros, let alone the new golfers. So think about your shot.  

Most of the time, you will want to go one club longer so you have some room 
for error. For example, say you have a shot that's 156 yds, but your clubs 
are 161 and 151. Go with the longer one. Even if your clubs are 163 and 153, 
I would still go with the higher club unless you're a pro. This is assuming 
there is no wind and its flat from where you are hitting. Other factors will 
play into where you hit and what you use. 

2. Wind

This has to be everyone's favorite. I actually don't mind it too much anymore. 
Ok, I judge wind on 2 factors: Side to side, and front to back.  

On approach shots, zoom into the hole until you see the grid. For side to 
side wind, each grid square counts for 2 mph. So a wind that goes 5 mph left 
will make 2 and a half grid lengths.  So I would aim 2.5 grid squares to the 
right to counter the wind. Another example is a 3 mph wind right.  3 mph = 
1.5 grid squares so I aim 1.5 squares to the left. Simple.

Now, you do have to adjust for elevation as well when dealing with wind. If 
you are shooting to a green that is 12 yds down, the wind will affect it more 
since the ball will be in the air longer. In the case of the 12 yd down green, 
a 4 mph wind left might require 2.5 or 3 grid squares instead of 2. Likewise, 
the same 4 mph left wind to a green 1 yd up would require less since its in 
the air for a shorter time. So instead of 2 grid squares, it might only require 
1.5 or even 1. You just have to experiment.

For front to back wind, this gets a bit trickier. I use a rule that for whatever 
the front/back wind is, you double it and subtract 2. So a 7 mph head wind 
will need an extra 12 yds (7*2= 14, 14-2 = 12) to counter the wind. Likewise, 
a 6 mph tail wind would need 10 yds less power off the club (6*2=12, 12-2 
= 10).

A lot of the time, you don't get a nice and neat head/tail/side wind. It can 
be diagonal.  Here you have to figure out what part of that wind is front/back 
and which is side/side, then apply the above rules. Say you have a 7 mph wind 
blowing evenly down and left. All you math wizzes can do some computing, but 
it's about 4-5 mph both back and left. Using the above rules, you would aim 
about 2-2.5 squares to the right (1 square = 2 mph to the side) and 6-8 yds 
longer (5*2=10, 10-2=8) to reach your goal.  

3. Elevation changes

I use a pretty simple rule to for elevation changes. Every 3 yds up needs 
an extra yd of power, and every 3 yds down takes away a yd of power. So, a 
shot 7 yds down will need 2-3 extra yds to counter it. A shot 22 yds down 
will take away 7-8 yds from how much power you need to use.

As an added note to approach shots, remember you have Power Shots available 
to use that don't have to be used on drives. I use my Power Shots ALL the 
time on approach shots to adjust the length properly. If I am between clubs, 
it helps out a lot. Say I have a 186 yd shot and my clubs are 178 and 192. 
There's nothing wrong with going to the 192 to be safe, but what I do is go 
down to my 178 and use a Power Shot (adding 10 yds).  Now I'm dead on with 
the distance at 188 for a 186 which should be perfect for this shot. Sometimes 
it will only make a difference of a yard or two, but that can mean the 
difference between going OB and an easy eagle.


-==------------==-
08 - Miscellaneous
-==------------==-

Player Rank
-----------

In order of lowest to highest level:
	
Beginner 1 - 5 : finishing a round under par on the first 2 courses
Advanced 1 - 5 : finishing a round under par on the first 2 courses
Expert         : ???
Master         : ???
Legend         : ???
Immortal       : ??? 
Almighty       : ???

How to Improve Your Player Rank:

The following have been PROVEN from others' and my own experience:

1) VS Mode has NO BEARING on Player Rank.
2) The Short Course has NO BEARING on Player Rank.
3) Holes-in-one and Double eagles have NO BEARING on Player Rank.
4) Tournament victories have NO BEARING on Player Rank.
5) Shot records (longest drive, putt, avg., etc.) have NO BEARING on Player 
Rank.
6) The total of your under-par records is not what counts towards Player Rank. 
Each course is measured individually.
7) To get to Expert level, you must have at least one round played on all 
5 courses.
8) To get to Immortal level, you must have at least one round played from 
the back tees on any course.

BeTheBall has a 99% proven theory as to how this system works. Here is his 
explanation below:

This isn't conclusive, but I just went from Master to Legend just by getting 
a better score on a course that I had a (for me) weak best score on.

I was stuck at Master level for the longest time. My latest course bests at 
Master level were as follows:

Mt. Sakura      : -17
Aloha Beach     : -17
Western Valley  : -11
Bagpipe Classic : -11
United Forest   : -8

Now, if you're familar with how hard the courses are, you can see that the 
least impressive of those scores is the Western Valley one. It's certainly 
not 6 strokes harder than Aloha Beach, and it's certainly not equal to Bagpipe 
in difficulty. So my Western Valley score was definitely the weakest of my 
course bests.

So, I went back and played Western Valley a couple of times. I improved my 
Western Valley best to -14. Right afterwards *bing* they promote me to Legend. 

I checked to see if anything else was all that different. All my letter grades 
in the Status screen were the same, and my total rounds had gone from 47 to 
48. That's it. And yes, I had beaten all the King tournaments long ago.

This leads me to believe that for advancement into the higher ranks, there 
is a certain minimum required score for ALL courses that you have to meet, 
in order to move up. Like maybe for me to move up to Immortal, I have to have 
something like...

Mt. Sakura      : -18
Aloha Beach     : -18
Western Valley  : -15
Bagpipe Classic : -12
United Forest   : -9

...if you see what I mean (not saying those are required scores, its just 
an example).


Music Mode Songs
----------------
01 - Title Screen
02 - Main Menu
03 - Select your Golfer/Course
04 - Trophy Room/History
05 - Shop
06 - Profile
07 - Defeating all of VS Mode
08 - And the winner is
09 - A loser is you!
10 - Another loser is you!
11 - VS Mode Challenger/Sudden Death
12 - Title Movie/Video Replay
13 - Mt. Sakura C.C. Spring
14 - Mt. Sakura C.C. Summer
15 - Mt. Sakura C.C. Fall
16 - Mt. Sakura C.C. Winter
17 - Aloha Beach Spring
18 - Aloha Beach Summer
19 - Aloha Beach Fall
20 - Aloha Beach Winter
21 - Western Valley Spring
22 - Western Valley Summer
23 - Western Valley Fall
24 - Western Valley Winter
25 - Bagpipe Classic Spring
26 - Bagpipe Classic Summer
27 - Bagpipe Classic Fall
28 - Bagpipe Classic Winter
29 - United Forest Spring
30 - United Forest Summer
31 - United Forest Fall
32 - United Forest Winter
33 - New Akebono Spring
34 - New Akebono Summer
35 - New Akebono Fall
36 - New Akebono Winter


Loading Messages
----------------

01 - Welcome to Hot Shots Golf 3! The greens here are full of bumps and banks. 
If you want to chip in, you have to read the green correctly!
02 - Know about the National Tournament Mode? Start by going to this website: 
http://www.hotshotsgolf3.scea.com
03 - As you play you receive points that you can use to buy stuff at the Shop. 
If you win the Tournament Mode, you can get some really awesome stuff!
04 - When you finish a round of golf in the Single Player Mode, you get a 
chance at a slot machine. If "Win" appears in all three windows, you get a 
prize! Remember, you have to play to win!
05 - When you really want to whack the ball far, press the SQUARE button to 
enter the Power Mode. But remember! You can only use it a limited number of 
times.
06 - Each green has a grid that tells you how the green breaks. The moving 
dots on the grid indicate which way is down. Red grid lines mean an upward 
slope, green lines a downward slope.
07 - You get points for each shot. The better the shot, the more points you 
get. See how many points you can get in one round!
08 - Each player is ranked by the Hot Shots Experience level system. That 
way, you and your friends can see who's the best! Can you achieve the rank 
of Hot Shots Golf Master?
09 - This is the Single Player Mode. You can play to unlock characters in 
the VS Mode, play for items in the Tournament Mode, or try to beat the best 
score in the Stroke Play Mode!
10 - Did you know there is an option for viewing all previous loading messages? 
It's a good way to get tips to improve your game!
11 - Know what match play is? In match play, you and an opponent compete on 
a hole-by-hole basis. Whoever wins the most holes wins the round!
12 - Did you know that there are over 15 playable characters? Characters you 
beat in the VS Mode are unlocked for use in later rounds. Watch out for the 
hustlers in the second half of the group. You have to be on top of your game 
to beat them!
13 - For casual practice, try a Short Course Game of nine par 3 holes. A good 
golfer should be able to finish in about 5 minutes. We keep track of the best 
scores, so see how well you can do!
14 - You can use the Controller buttons to make distracting sounds when your 
opponent is lining up a shot. But do that too often, and you won't have any 
friends left!
15 - Hot Shots Golf 3 has a new Ultra Approach Mode that makes it easier to 
chip in. In this mode, the farthest you can hit is 15 yards, so you don't 
have to worry too much about the power level.
16 - If you look closely, you can see a variety of wildlife on the course. 
Certain items attract unusual creatures!
17 - To finish a round quickly, you can press the O button while the ball 
is airborne to "fast forward" to where the ball has landed. With this feature, 
you can finish a round in as little as 10 minutes.
18 - To change the various settings, select "Options" on the Menu. You can 
even change the wallpaper and the Menu Character.
19 - Hitting into a rough or sand trap shortens the power meter. This makes 
timing your swings even harder. But recover well and you'll be rewarded with 
a nice score!
20 - Hit outside the white stakes and you're out of bounds (OB). Both OB and 
hitting into a water hazard result in penalty strokes. So play conservatively 
on tricky shots.
21 - At impact, you can press the left directional button for a fade or the 
right directional button for a draw. These are good techniques for hitting 
around obstacles. The closer to the moment of impact you press the button, 
the more the ball curves.
22 - Give a ball backspin to make it stop more quickly, for a shorter run. 
Simply press the down directional button at the moment of impact.
23 - When you can't play the ball, your character disappears, indicating you 
can't take the shot. When this happens, press the START button to declare 
the ball unplayable and take a penalty stroke.
24 - Even with perfect impact, a ball will still deviate from a straight flight 
path. A character with good control, however, can minimize this deviation. 
If you want to chip in, this control is crucial!
25 - The number below the ball in the lower right of the screen indicates 
potential deviation and depends on the ball's lie. In the rough or a sand 
trap, the number is higher, indicating the need for greater control. A perfect 
impact reduces this deviation number by one-half.
26 - The higher you hit the ball, the more effect the wind has on it. Backspin 
creates a higher arc, increasing the effect of the wind, whereas topspin 
results in a lower arc, for less wind effect.
27 - There's a new rule in the VS Mode! Get four up on your opponent, and 
you automatically win! (And a gold star is added to your status!) This way, 
you can speed through your games... if you're good enough! But watch out, 
because you also lose automatically when you're four down!
28 - One key to successful shots is how well you predict the ball's kick when 
it lands. During approach shots, be sure to compensate for the green's subtle 
tilts. When you're off the green, you can view the putting grid by moving 
the camera closer to the green.
29 - Defeat all the characters in the VS Mode to upgrade your skills and enter 
the Hot Shots VS Mode! The characters there are tough to beat! If someone 
seems unbeatable, try visiting the Shop.
30 - Hitting from the fairway can result in divots (chunks of turf removed 
by the club). Divots can be good reference points, but the can also interfere 
by trapping your ball. To avoid this, use the "Repair Divots" option.
31 - "Wallpaper Setting" is an item that lets you change the Menu background. 
Use this option to select from the various wallpaper images you acquire.
32 - The "Headspeed Radar" is an amazing item that measures the club's head 
speed during tee shots. You can toggle it on/off in the Options menu.
33 - Acquiring the New Outfit #3 & #4 items unlocks a wider variety of colors 
for your character's clothing. When selecting your character, press the 
SELECT button to change the color.
34 - The "Caddy Outfit" item lets you change the color of your caddy's clothing 
in the "Options" menu or in the "Round Settings" menu when selecting a course. 
What color matches your mood today?
35 - The "Hot Shots CD" item lets you play the music heard during gameplay. 
Play the music with the "Music Mode" option.
36 - The "Diary" item is a record of all a player's shots. When this item 
is acquired, the "History" option appears under "Data". Use it to study.. 
and learn.. from your past shots.
37 - The "Weather Switcher" item allows you to change the weather! With it, 
you can choose from "Rain" or "Blue Skies" in the "Round Settings" menu. This 
is available for multi-player rounds but not for single-player rounds.
38 - With the "Super Distraction" item, you can use the L2 and R2 buttons 
to produce special sounds effects to distract your opponent. The actual sound 
varies depending on the character.
39 - The item "Back Tee Rights" enables you to tee off from the back tee of 
your usual courses (and upgrades your status, too). If you have the item, 
select the back tee on your 2nd round of course selection.
40 - The item "Video Upgrade" increases the number of shots you can record 
and save. Use it to save a record of your greatest shots!
41 - The items include various types of "capsules". Each one attracts a 
different kind of living thing to the golf course. The item description 
contains hints about what kind of creature the item attracts. After you 
acquire a capsule, explore the course to see what's there!
42 - The item "Secret Outfit" lets you unlock clothing colors available only 
in the Hot Shots VS Mode. When selecting your character's color with the 
SELECT button, simply choose the one that begins with an "S". Maybe a 
different color will improve your game!
43 - "HotTop1" is the super sidespin technique. Pressing the left or right 
directional button at the moment of impact creates sidespin. For even greater 
sidespin, press the directional button the opposite direction when setting 
the power level. This technique won't work without perfect impact.
44 - "HotTip2" is the super backspin technique. Use this technique by first 
pressing the up directional button when setting the power level, then 
pressing the down directional button when setting the impact. A ball with 
super backspin emits blue flames. This technique won't work without perfect 
impact.
45 - "HotTip3" is the southpaw option. If you're left-handed, you can make 
your character left-handed by pressing the START button during character 
selection.
46 - "HotTip4" is the super topspin technique. Using super topspin creates 
a "climbing ball" that climbs up the flag (if it hits it) and stands a good 
chance of chipping in. Try it!
47 - "HotTip5" is super perfect impact. This eliminates all flight path 
deviation and is activated by pressing the X button with just the right amount 
of force during your shot. Of course, this won't work without perfect impact. 
If you hear a different tone than usual, that means you hit the ball just 
right. Remember that amount of force!
48 - The "Character Wallpaper" item adds a special character version to the 
menu wallpaper. There are three different ones, depending on the order of 
appearance. Look for a character that suits you.
49 - The item "Camera Upgrade" unlocks special camera features for use during 
playback, etc. After pressing the Replay button, you will have multiple 
angles to choose from.
50 - "Camera Upgrade D" adds a special camera for taping the poses your 
character strikes after holing out. See your poses from a slightly different 
angle!
51 - The "Movie Theater" item lets you review all movies you have seen. To 
use this item, go to the "Options" menu.
52 - With the item "New Winning Animation", your character will sometimes 
strike a different triumphant pose after holing out. The type of new pose 
depends on the character, so try this item with each one!
53 - When an opponent in the VS Mode seems unbeatable, use a "Pinch Hit Coupon" 
to have the computer hit for you. When selecting a course, redeem a coupon 
in the Round Settings menu. Each time the computer hits for you, you use up 
one ticket.
54 - Picture of Mt. Sakura Country Club
55 - Picture of Aloha Beach Resort
56 - Picture of Western Valley
57 - Picture of Bagpipe Classic
58 - Picture of United Forest G.C.
59 - Picture of New Akebono G.C.
60 - Picture of Tiffany
61 - Picture of Jonnie
62 - Picture of Pete
63 - Picture of Stacey
64 - Picture of Spike   
65 - Picture of Lin    
66 - Picture of Mitch    
67 - Picture of Estelle    
68 - Picture of Toni    
69 - Picture of John
70 - Picture of Kamala
71 - Picture of Zeus
72 - Picture of Blue
73 - Picture of T-Bone
74 - Picture of Louise

Movie Theatre
-------------

01 - The Intro movie that plays when you let the game sit at the title screen.
02 - This is the movie that plays after you beat John in VS Mode that introduces 
you to the first four Darkside golfers; Kamala, Zeus, Blue and T-Bone.
03 - This is the movie that plays after you beat the first four Darkside 
golfers in VS mode that introduces you to the leader of the Darkside golfers, 
Louise.
04 - This is the movie that plays after you defeat Louise in VS Mode.
05 - This is the movie that plays after you win all the King Rank tournaments.
06 - The Credits scroll! Huzzah!


Locations of Capsule Creatures/Objects
--------------------------------------

01 - A large, pretty butterfly. Appears on Course 3 in the spring and summer.
   - It flutters around most of the greens at Western Valley.

02 - A rare creature that knows the location of the legendary Hidden Hot Spring. 
Appears on Course 1 in the winter.
   - Located at Mt. Sakura C.C., in the small pond of water on the right side 
of the 8th hole. They look like albino monkeys. They disappear under the water 
if a golf ball comes near them.

03 - An elegant craft for cruising the skies. Appears on Course 5.
   - This refers to the yellow blimp that you see overhead on various holes 
at United Forest G.C.

04 - King of the insects. Has three powerful horns. Appears on Course 2.
   - This big bug is hanging off the first palm tree on the 3rd hole at Aloha 
Beach. It will fall off the tree if a golf ball gets too close to it.

05 - A crustacean with menacing, saber-like spikes. Appears on Course 5.
   - This red creature is sitting on a tree trunk (crustaceans live in trees?!) 
to the right of the white (normal) tees on the 2nd hole at United Forest. 
It will fall off the tree if a golf ball gets too close to it.

06 - A private luxury ship capable of ocean travel. Appears when golfing on 
Course 2.
   - This is the large boat sitting in the water on holes #9 and #13 at the 
Aloha Beach Resort course.

07 - A beautiful fish produced by bioengineering. Appears on Course 3.
   - This fish inhabits the pond behind the green of the 13th hole at Western 
Valley.

08 - A small, privately owned aircraft. Appears occasionally on Course 3.
   - This sometimes flies over the 10th, 12th and 17th holes at Western Valley. 
You'll hear it fly overhead.

09 - A legendary fairy said to live at water's edge. Appears occasionally 
on Course 1.
   - It sometimes appears under the water on the 11th hole at Mt. Sakura C.C. 
It looks like a blue penguin. It will turn to face the camera if you look 
at it. It disappears and reappears in random places within the pond.

10 - A passenger plane that uses a nearby airfield. Appears on Course 2.
   - This is pretty hard to miss as it flies directly overhead on the 3rd 
hole at the Aloha Beach Resort course.

11 - An ancient reptile once believed extinct. Appears occasionally on Course 
3.
   - This is a pterodactyl that sometimes flies over the 11th hole at Western 
Valley. It's easy to not notice this one because you might think it's one 
of the birds that normally fly overhead, except you can hear its wings 
flapping.

12 - A U.F.O. that occasionally appears over Course 3.
   - This zigzags in the air over the 14th hole at Western Valley. Don't let 
it distract you!

13 - An extraterrestrial life form seen at Flat Woods. Appears occasionally 
on Course 5.
   - This alien is standing by a tree near the green on the 6th hole at United 
Forest G.C. To find it, zoom in from the tee straight to the pin, then look 
near a tree slightly to the right. If you stare at it too long or get the 
camera too close, it disappears.

14 - A small extraterrestrial life form seen at Area 51. Appears occasionally 
on Course 3.
   - This little guy appears on the right hand side behind some rocks on the 
14th hole of Western Valley. If you stare at it too long or get the camera 
too close, it disappears.


In Case You Were Wondering...
-----------------------------

- Nothing happens when you hit the ball into the volcano on the 17th hole 
at Western Valley (other than a one stroke penalty).
- Caddies have no bearing on gameplay, other than to provide support (or to 
be really annoying, depending on whom you ask).
- It is possible to skip the ball across a pond! You must use a low trajectory 
club (a low trajectory golfer wouldn't hurt either) and then give the shot 
TONS of topspin. The Super Topspin technique works well here.
- There is a bug that will crash your game every time, the "Ayane Bug". Enter 
National Tournament mode, highlight Tiffany as your golfer and press SELECT 
until she turns into Ayane. Ayane is one of the characters from the Japanese 
version of the game. If you try to start the round with Ayane, your game will 
freeze on the loading screen.
- The View Loading Screens in the Options Menu is buggy as well. Even if you 
see a particular screen, it may not save itself as part of the list. That's 
why it took me forever to get Loading Message #41!
- Menu Background pictures #1 and #19 are the same picture, a plain wood 
background with the HSG3 logo.
- The text for the Infinity Ball is listed in the Shop as Infinity Club.



-==------==-
09 - Credits
-==------==-

This FAQ would not be possible without the assisstance of the the following:

Sony Computer Entertainment America and Clap Hanz
 - for making another incredibly fun and addictive Hot Shots Golf game.
(PLEASE bring Minna No Golf Online to North America!)

ArchO
 - for allowing me to use parts of his incomplete FAQ (much appreciated!)

Barronbrad, XainRaider, BillWolverine, Crookus
 - for helping to fill in the Loading Messages section

ct8055
 - Dormy hole explanation

Guy Gades
 - helping to fix Item list

ct8055, Waruveggiemon, gbpry486, UoFMMan369, A.Gillis, zazou173
 - for helping to fill in Tournament Mode winning scores

BillWolverine, Wes14380, Crookus, Erick, Wick, Rob, Stu, Jason Whalls, 
Mryurkus, gmoney609, Easports34
 - for helping to fill in the Capsules info

urbs22, Easports34
 - for providing some Scoring Strategies

Awakendus, Strayster28
 - for providing some Hole-by-hole Strategies

DannyNoonan, Bryan, Soulgenesis
 - for providing HotShots Point scoring info

hunter123
 - for helping to fill in Music Mode descriptions

cloak
 - for providing info on the "Mt. Sakura 10th hole" crash bug

BeTheBall, tdb
 - for providing info on improving Player Rank

UncleFuzzy, PorkinsJr, BJ, GoldenHawk147, mr2, Strayster28, Rob K., Cush
 - for providing info on how your best stats get ranked

ShaggyElf, Ryan
 - for providing some Caddy quotes

GameFAQs, CheatCC, NeoSeeker, CheatHappens, IGN
 - for being kind enough to host my FAQ

Print this Hot Shots Golf 3 guide

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