The Elite Forum

The Big Three Plus One => Other Games => Mario Golf => Topic started by: one_swing on November 08, 2016, 09:11:20 pm

Title: Mario Golf Game And Mechanics Info
Post by: one_swing on November 08, 2016, 09:11:20 pm
I thought I'd create a place where a lot of info not found elsewhere on the net could be stashed, kind of like a repository. This is definitely not limited to speed run talk like some other threads in this area.

I've compiled test data over the years, and made some observations. Sources are a mix of my input, the game's code, and other users on this forum which I will credit below. This is for the standard (NTS) version of the name, and not the PAL or JP regions. My data is from using Maple.

Please fill me in if you have something to contribute! Thanks


 A: Each player has a choice between 2 of 3 shot types when making a stroke from a non-green lie, and not putting.

When over 60.00 yards, normal and power will be available. Power shots are 10% stronger (rounded down) than normal shots. The curvature of the shot is slightly higher, and the draw/fade attributes of the character will be slightly magnified.

When at or under 59.99 yards, normal and approach will be available. Approach shots are set at a fixed length of 60 yards, regardless of the club currently selected.

When putting, 3 fixed distance presets are available. Short @ 30, Middle @ 100 and Long @ 200. These figures are only valid for perfect conditions and often are overstated relative to the distance the ball will actually travel. This is discussed later.

Regardless of distance when on the green, only a putter is available for use. Off the green any club can be selected and used; although depending on the character and lie, the red strike zone will vary in size.

 B: Each player is given 3 power shots for a 9 hole round, 6 for a full round, and only 1 for a ring shot hole. All other shot types have no limit.

When using a power shot, if the power and impact are not perfect, the remaining power shots will decreased by 1. If none are left, the icon will stay on normal and play a sound when attempting to switch.

 C: The power meter for any type of shot is frame perfect. If the rendering speed slows down, the bar speed will adjust to match.

 D: The indicator on the bottom right signifies the lie of the ball, and the amount of power transferred to it upon impact. The two numbers represent the lower and upper limits of transfer in percent, and therefore the approximate distance deducted from a clean hit. Unlike some other golf games, the actual amount does not change if a shot is mulliganed and replicated, nor is a figure displayed after contact with the ball.

 The value remains constant at about the midpoint of the range. As a rough estimate, lower clubs tend to hit towards the higher end of the range, and higher clubs towards the low end. This usually maxes out at half of the value between the midpoint and the end point (one and three quarter values in the transfer scale).

The lie list is below.

 Tee:                     98 to 100. Expect 99%
 Green Edge:        98 to 100. Expect 99%

 Fairway Clean:      98 to 100. Expect 99%
 Fairway Regular:   94 to 98. Expect 96%
 Fairway Divot:      90 to 94. Expect 92%

 Semi Rough:        90 to 98. Expect 94%
 Rough, Short:      80 to 90. Expect 86%
 Rough, Long:       70 to 85. Expect 78%
 Deep Rough:        50 to 80. Expect 67%

 Bunker, Sitting:   70 to 85. Expect 78%
 Bunker, Normal:  50 to 70. Expect 61%
 Bunker, Buried:   40 to 60. Expect 51%

 Waste Area:        50 to 80. Expect 67%
 Rocks:                80 to 90. Expect 86%

 E: The impact points on the ball range in several thousand combinations, each affecting flight.

Under standard conditions (no wind, flat, no rain), the optimal area to choose is very slightly below the centre. Choosing another position farther towards the top or bottom position will actually decrease distance. Wind effects will be discussed below.

 F: If an airborne shot will travel over 195 yards irrespective of shot type or lie, a glint (or lightning if Wario) effect will show at the peak of the ball's flight.

 G: If there is an obstacle within the guide beam's path, it will display as a red line instead of a white line. It does not give information on what type of collision will take place if a shot is taken. Collision (blocking) types are discussed below.

 H: There are two possible ways to duff the ball, which can in some isolated cases prove very useful. In demotic terms, I classify them into a  'top' shot and a 'whiff' shot to differentiate. If either is performed (intentional or by mistake), an audio message confirms the action.

A top duff shot is performed by setting the impact anytime after the mark crosses the red strike zone. At full power, the ball is launched at about 25% equivalent (of perfect impact), though if the terrain is uphill the ball won't travel far. The ball imparts a significant amount of topspin while being cast 42 degrees sideways to the left, and comes off the club at a low upward angle of about 8 degrees. The shot isn't affected much by the wind, but falls to the ground quickly.

A whiff shot is performed by setting the impact anytime before the mark crosses the red strike zone. At full power, the ball is launched in a high arc very similar in shape and distance to that of a PW shot. The ball comes off the club at a 45 degree angle to the right, falls faster, is less affected by the wind and imparts more topspin upon landing in comparison.

 I: The impact zone determines adjustments to the path of the ball relative to a clean shot. Slots to the left of the prime slot cause the ball to launch lower, travel about 8% less, and inhibit draw / fade shots from cutting back. Slots to the right of prime, cause the ball to launch higher, travel about 7% less and over-compensate when cutting back on a draw / fade.

 J: Low angle shots will bounce off of water instead of sinking, if travelling fast enough. The angle seems to be set at around 20 degrees or less

Usually the shots that are eligible to glance-off are duffed top shots. Regular shots tend to be:

 - Controlled by heavy hitting characters, who simply impart faster, more penetrating flights
 - Set with an impact at the top of the ball, to lower its flight
 - Hit one slot in the strike zone before prime, to lower its trajectory off the club

Metal Mario generally has the easiest time executing these shots, due to the above. Unlike most other characters, his ability to change the balls path is disproportionately sensitive, which could be considered both a strength or setback.

K: The uphill or downhill gradient of the ball's lie usually does not significantly affect flight, unless the pitch is severe. An uphill lie will pop the ball higher, making the wind affect it more while a downhill lie will keep the ball more sheltered and low. Ignoring the effects of wind, downhill lies will affect the distance more than uphill lies will, due to the arc-like shape of most shots. Shots staying low will have a significant horizontal cut, because the ball's path is stifled prematurely during a phase where the ball is only starting to fall quickly (and still has a lot of drive). Higher shots will have a chance to exhaust more of their forward momentum and start dropping at a more vertical angle, affecting the horizontal component less.

L: Approach shots sometimes have seemingly odd physics at play, compared to normal shots. When strong winds are present, the ball tends to gravitate toward the wind direction by a small amount. The slope of a green tends to affect the bounce more, than a normal shot as well. Keep in mind that normal shots near the green are minimally affected by wind, if using a wedge.

M: Shots hitting the pin or flag will alter the remaining trajectory of the shot. Pin shots will absorb about 10 - 20% of the horizontal force, but leave the vertical mostly intact. Flag shots will absorb about 90% of all velocity, and often deposit the ball in the hole or right beside it.

Of note is the fact that any shot is capable of hitting the pin, but flag shots are much more rare and will only happen if the ball is descending. If the ball hits the pin and goes in, the 'pin shot' announcement will not be made and will be replaced with the 'chip in' broadcast.

N: Shots interacting with the hole will play 7 different combination sounds on the green, and 8 sounds off of it. In order of strength, here's a general list with descriptions

On green:

 Soft drop. The ball barely makes it into the hole.
 Perfect drop. Hard to attain, the ball falls into the hole with a 'comfortable' speed.
 Hard drop. The ball bounces off the back and drops in.
 Very hard drop. The ball nails the top of the back face of the hole and drops in. This is the maximum power that will not overshoot the hole.
 Side double tap. The ball falls in the side, and hits the edge twice

 Overshoot. The ball skips over the hole, and a double pang is heard.
 Far overshoot. The ball blasts over the hole, and a single pang is hard.

With pin:

 Soft drop. The ball barely makes it into the hole, and hits the pin on the way in.
 Hard drop. The ball hits the pin, travels up a bit and falls into the hole.
 Very hard drop. The ball hits the pin, travels up, hit the pin again and falls into the hole
 Side drop. The ball misses the pin, but hits the back of the hole and falls in.
 Hard side drop. The ball nails the back corner while missing the pin, and falls in.
 Hard U drop. Hard to attain, the ball misses the pin but nails the back, then converts into a 'soft drop'.

 Overshoot. The ball skips over the hole, and a double pang is heard.
 Far overshoot. The ball blasts over the hole, and a single pang is hard.

Sometimes, a well hit shot shot that grazes the side edge of a hole triggers the overshoot sound and skips along the edge, while remaining very close to the hole. When this happens, the overshoot sound is quite muffled, although the shooting stars graphic will fly out. Shots that lip out will not play this sound.


 A: Rain is uncommon, but on every hole but the first, has a 25% of occurring. On Shy Guy Desert holes, it has a 6.25% chance. It will never rain on the first hole. Probability is not dependent on the absence / presence of rain on the last hole. (Credit to DeathBasket)

Exceptions to the first hole are in Ring Shot, and Training Mode.

 B: Rain decreases the distance of shots, by varying amounts depending on the current situation.

The distance of airborne shots will decrease, although by differing amounts with each club. The arc and speed are largely unaffected, but the shot ends up weaker. Flat drive shots lose around 7% of distance, and mid iron shots lose 5%.

Putting distance decreases to about 80% of normal on a flat surface.


 A: The wind is calculated at random using an algorithm. The minimum speed is 0 and the maximum is 21, however due to a quirk of unit conversion from metric, the values of 1 and 2 will never show. (Credit to DeathBasket).

 B: The vertical location of impact affects the ball's height and exposure to the prevailing wind. Therefore shots lifted or lowered by impact will affect distance, and can either help or hinder efforts.

Under calm, and flat conditions, a tee'd drive shot will lose about 2.5% of its distance when bottomed, and gain .5% when topped. A 5 iron will lose 2.8% when bottomed, and gain 1.2% when topped.

A drive shot with a tailwind of 7 will equalize the distance regardless of leaving impact at the centre, or bottoming. Topping will cause a 2% loss.
A drive shot with a tailwind of 1 will equalize the distance regardless of leaving impact at the centre, or topping. Bottoming will cause a loss of almost 3.4%.

As tailwinds winds increase in strength, maximizing distance shifts the ideal impact point downwards. Conversely, if there is no wind, as downhill distance increases, the distance difference from between trajectories magnifies  (levels off after a point though, say 15 yards down).

 C: The amount of frontal wind will affect the distance the ball travels. If there is a significant side-wind, take the cosine to get the approximation.

A tailwind of 7 will push the ball 5% farther for drives, 7% farther for mid iron shots and 10% for high iron shots.
A tailwind of 14 will push the ball 10% farther for drives, 14% farther for mid iron shots and 18% for high iron shots
A tailwind of 21 will push the ball 15% farther for drives, 20% farther for mid iron shots and 28% for high iron shots.

Higher clubs have the ball fall at a steeper trajectory after peak, where the wind tends to magnify the effect more.

 D: The amount of lateral wind will affect the path of the ball. Longer clubs are affected much greater than shorter clubs. The difference between the woods and low irons is a little less.

At a directly sideways value of 7 on a flat target or a 45 degree wind of 11, a wood shot will stray about a 2 cell's width outside the edge of the grid. A low iron shot will stray 1 cell's width outside the edge, a mid iron shot will land in the third cell off centre, a high iron will land 2 cells off centre, and a wedge shot will land one cell off centre.

At a directly sideways value of 14, or a 45 degree wind with a value of 20, a wood shot will land about 5 cells outside the edge of the grid, a low iron about 4, a mid iron about 2, a high iron will land third cell off centre and a wedge about 2 cells off centre.

At a directly sideways value of 21, a wood shot will land about 11 cells outside the edge of the grid, a low iron 9, a mid iron 4, a short iron 2 and a wedge shot will ride the outside line.


 A: Each hole contains 4 possible slots for pin placement, and the location is randomly determined upon loading a hole. The probability of each seems roughly equal.

 B: Mini Golf hole positions are fixed, and depend solely on what putting surface type selected before beginning the round.

The normal surface mimics regular greens. Rain deducts 20% of distance, giving (80%).

The slow surface has a distance factor of 70%. Rain deducts a further 15% off of the factor amount (59.5%).
The fast surface has a distance factor of about 115%. Rain deducts 25% of putt distance, giving (87.5%).

 C: Putting is possible on just about any surface, although in most cases a significant amount of power is needed. After a few yards of tough lie get between your ball and the green, this tactic simply becomes prohibitive. If the ball becomes airborne, distance becomes extremely difficult to predict and depends on a large number of variables.

Fairways usually require about 1.65 times the power per foot traveled.
Rough requires about 16.97 times the strength per foot traveled, or 17.51 if in the deeper version.
Bunkers need about 18.85, 25.32 or 27.41 times the strength, depending on how far it is buried.
Deep Rough commands the highest strength, about 32.44 times. Even a yard of this grass can stop the ball dead.

When factoring the power needed for putting when not on the green or surrounding fringe, count the on-green distance as per normal (adjusting for rain, if present), then take the off green distance and multiply it by its coefficient. Visually this is represented as:

    Distance needed = Green + (Off Green x Coefficient)

D: Obstacles such as trees, shells and flowers are sprite based and aren't always properly defined, but affect the ball when it makes contact. There are two types of interaction, what I colloquially dub 'full blocking', and 'partial blocking'.

A full block always knocks the ball at about 75 degrees to the left relative to the path before contact, and generally maintains velocity. The effect accompanies a 'boing', 'koopa' or 'whack' sound depending on the obstacle. The second and third (if present) hit on the same obstacle seems to randomize the direction, greatly reduce horizontal velocity and throw the ball slightly upwards.

A partial block simply reduces the velocity the ball is travelling at by about half, upon contact. A 'leaf rustle' sound will play when effected. It is nearly impossible to have a double block of this type on the same obstacle.

 E: Some holes count the edges of the visible terrain as out of the course, even though it is within the boundaries. The 'fore' announcer clip will normally play if the ball enters this area, which is usually a couple feet from the visible edge.

Areas with a water boundary are exempt, as the ball cannot be declared out of the course when it lands and sinks in the water. A couple isolated shallow water areas however will allow this. On contact with the water, the ball sinks but before the ball fully dissapears,  it contacts the ground which is technically out of the course, giving the 'fore' announcer sound.


 A: While not directly affecting gameplay, the sun angle has an algorithm to it.

Each successive hole has the sun at about a 110 angle counter-clockwise to the last one. Each block of 3 holes have distinctly different angles, and every 3rd hole see a similar angle, but is shifted by about 10 degrees so the match is not exact.

Some standard holes, in Ring Shot mode have a different sunlight angle. The pattern for the 6 hole choices in the menu for a given course follows that of the first 6 successive holes in normal play.

When in the Ring Shot mode menu, navigate to a hole, back out to the previous menu and rapidly re-select Ring Shot mode in order to immediately re-enter. If done quickly enough, the selected hole will now have the sun at a different angle, and tree / object shadows will (sometimes) not make sense. If the hole is selected, played and successfully completed, saving the run to the 'best ring shots' menu will allow a third sunlight angle to be displayed when watching the file afterward. There is no way to play the hole normally with this sun direction. This particular sun angle is fixed for all ring shot holes, and is always flush from the right hand side.

 B: In certain cases, holes will be played at night time. When playing a match or skins match game, if the round finishes in a draw it will loop and  continue on again from the first hole in a dormie mode. Aside from the sky and terrain being darker (and character fireworks shot upon completion of the hole), the direction of light will mimic that of the daytime for each hole. The alternate 2nd and 3rd directions are not possible, since the mode doesn't use the ring shot lighting algorithm.

 C: The driving range can be used with all possible sun angles. Every time it is selected / re-selected in the hole selection screen when scrolling through holes to play, the sun angle will be different. The driving range can never be used at night.


 A: Replays tend to follow a fairly randomized pattern. However, replays from the initial point of the camera before the ball is struck, tend to group together, showing multiple 'player views' or 'aerial views' in a row before changing.

 B: If a shot is hit low enough and hard enough, when replaying the shot from a 'following right behind the ball' shot, it won't change before the ball contacts the ground - and will fail to switch to another cut as the ball slows and stops.

 C: When the camera switch scenes when showing a shot / replay in progress, it either jump-cuts instantly, fast fades out and in, or has a transition showing multiple small rectangles flipping over. Moving to the next shot is always shown as the screen turning and flipping over.

 D: When cycling through replays, a identical sequence of camera work can show up to 2 consecutive times. This is most obvious example is with the oblique 45 degree view when replaying putts.

 E: When making a putt on the green, a sideways shot of the character striking the ball will almost always show if the put is calculated to go in the hole. Off the green, there isn't a strong relationship between the 'success' of a shot and this particular showing angle.

 F: When the ball is set to collide with an obstacle, if the camera normally has time to switch cuts as with a normal shot, it will switch to a unique fixed aerial view centered on said object about 1.5 - 2 seconds before impact. If the collision instead occurs immediately after a shot is made, the camera will only show one fixed view (even in in replays) of the entire shot.

 G: Often the 'success' of a shot will determine the general camera angle used, especially for lengthy shots aimed at the green.

If a shot is due to drop into a bunker, roll onto the fringe or stay on the fairway, the camera will usually show it at a distance (and sometimes zoom in when the black yardage box is loaded at the end of the shot). Shots landing on the green will normally have Lakitu film from a close by location, fairly close to the hole.

A similar effect is present when putting. Some views are present when a putt will not land in the hole, and are usually shown at distance. Usually the views are quite obvious, and a seasoned player will realize that their putt had a 'mistake' only moments after the ball is set in motion.

7: MISC.

 A: When landing a shot within 4-ish feet of the hole and immediately shotgunning the putt, if done quickly enough will trigger the birdie / eagle celebratory music theme to play, but the crowd cheering sound will not accompany it.

 B: When an airborne ball comes down to onto the fairway and begins its grounded roll phase, simpler paths will have a higher probability of allowing the fast forward feature. More complicated paths will likely not be able to be significantly sped up, although not always.

 C: When executing certain shots that land on the fairway and green, clapping sounds will play depending on if certain conditions are met.

Soft clapping will play for fairway shots. In order to normally achieve this, the ball needs to do four things.

 - Bounce off the fairway at some point
 - Be from a stroke that is at least 3 under par
 - Be hit using 75% or more on the power gauge
 - Be hit from the tee ground, fairway, semi-rough or rough

On par 5's, hitting back onto fairway from a bunker lie will trigger soft clapping, but only if four different conditions are met. Deep rough or buried bunker lies don't give a possibility to trigger the sound.

 - Be from the least buried of the 3 types of bunker lie
 - Bounce off the fairway at some point
 - Be from the 2nd stroke
 - Hit a full powered 'nice' normal / power shot with a 2 - 5 iron
Whether the ball stays on the fairway does not affect the triggering of the sound clip. However, if the ball rolls into deep rough or a bunker, the sound clip will be cut short if it is still playing.

Loud clapping will play for green shots. In order to have it play, the ball needs to do two things:

 - Have its final resting position on the green (the edge does not count)
 - Be from a stroke that is at least 2 under par

The sound will play as soon as the ball lands from the air. An exception is the ball bouncing off of OB lies. If the ball hits and bounces off of an OB lie first (or at some point in a chain of bounces), the sound will trigger from the bounce off the lie after all OB bounces have happened.

Sometimes, when the second shot (or first, if hacking) on a par 5 bounces a certain way onto the green, the sound clip will partially mute itself after a second or so. In this case, the ball needs to hit the fairway first and travel onto the green.

 D: A bonus music track will play if a 4-player stroke round on a regular course is selected, with each character being either DK or Yoshi.

 E: When in a multiplayer game and it is another player's turn, the D-Pad and C-Stick function as a soundboard for your character. The pad buttons are cheers and compliments, whereas the stick are jeers and taunts. When the power gauge is active, initiating a taunt becomes impossible until either the shot is taken, or the player cancels the gauge.

 F: Characters can be customized at the select screen, for each CPU or player. The C-Stick gives alternate colors, and holding L when selecting will allow for the character to be left-handed.

 G: Sinking longer putts, or using higher power putts give a bonus animation. Using the middle gauge will have Monty Mole pop out, and using long will have a Goomba jump up. In addition, putts made above the 75 feet range will also have the announcer say "fantastic putt".

 H: When hitting a power shot correctly, special effects are shown if the club used was a driver or wood. The effect is always the same, but varies by character. Iron and wedge shots have a larger white path effect, but share the same sound as a normal shot.

 I: Different match game types will garner different special messages when putting, or off the green in certain cases.

 - Sink to Win
 - Sink to Tie
 - Miss and Lose

If a birdie or eagle putt will trigger one of these special messages, the special message will override it and display instead. If multiple players are at the same number of strokes, and no one has completed the hole, the special messages won't appear and will allow for normal messages (or nothing) to be shown.

 - Get character or two player match mode games will display a 'sink to win' or 'miss and lose' message
 - Skins match games will display a 'sink to win' or 'sink to tie' message

'Sink to Win' messages will not be shown off the green, whereas the other two will.

 J: Skins match games have additional contests outside of score, in which points can be earned. Both are distance based and will add or subtract points according to how players placed their bets beforehand.

Closest to pin contests award accuracy on par 3's. After all players have taken their shots, the closest shot which ends up on the green is declared. Any shot that rests off the green is automatically ineligible, regardless of closeness.

Longest drive contests reward power on par 5's. After all players have taken their shots, the shot with the highest distance value off the tee staying on the fairway is declared. Any shot that rests off the fairway is automatically ineligible, regardless of distance.

K: Swing animations will differ depending on the shot type, and sometimes the power applied to the shot.

 Type A: non-approach wood shot
 Type B: non-approach iron shot
 Type C: non-approach wedge shot

 Type D: approach wood shot
 Type E: approach iron shot
 Type F: approach wedge shot

 Type G: putt under and up to 15 feet
 Type H: putt over 15 feet

Animations differ by character, but most characters are fairly uniform on the green. Short putts have a soft wide sweeping motion, while longer putts have a more jarring powerful stroke.

L: Different score values have different animations that show when a player completes a hole. Any score that is par or better has the text come in from the right side, stop and bunch up, then bounce back to the centre of the screen. The announcer will say the score, along with the words 'nice' or 'wow!'.

Bogeys or the dreaded plus numbers have the text come in from the front, change from transparent to solid and shrink. The plus numbers have a star sound accompany their entrance, but the announcer does not say anything. The announcer will simply say 'bogey' though.

 M: When on the green, different music and text will signify the status of the putt. Birdie and eagle putts will play a Mario themed tune, and display text. Par putts will not display any text, and have a neutral, but complex sounding theme. Putts over par again won't show any text, and play a simple tune (with 4 notes) accompanying it.

Off the green, the course music will play, irrespective of the stroke value of the shot a player is taking.

 N: Some announcer commentary can be cut short in a few situations, namely the "oh, too bad" and "ooh, into the rough" clips.

When close by a few feet to a bunker, deep rough or OB lie, putting into the edge (best done with the long gauge) will usually cut the clip partway through, or partially mute the volume. When near the edge of the course, the messages may be skipped entirely, although the 'fore' message is harder to avoid. Alternatively, hitting full swings into sloped bunkers or the edge of the course occasionally works.


 A: If you feel the need to instantly access all characters, extras and courses (except Mario's Star), input the following at the start screen.

Down, Down, Left, Left, Left, Right, Right, Right, C-Down, C-Down, C-Left, C-Left, C-Left, C-Right, C-Right, C-Right

If correct, a sound will confirm the code. This is useful if you are using an emulator, or other port of the game and have previously played and unlocked various perks with another version. Obviously the choice to use this is up to you using your own honor system, given the code is not exactly hard to find on the net.

 B: Holding the Z button (or equivalent mapped to it) will usually fast forward some of the rolling portion of a shot, which shaves off time. This is useful for speed golf, as others here have pointed out. This is best combined with putts that aggressively attack the hole (set at about 5 feet past it on a flat putt).

 C: Outside of training mode, a hole can be mulliganed by using the save trick. In an undesirable situation, select the 'save and quit' option, and choose one of the three slots. Then in the main menu, go to 'continue' and choose it. Now you are back at the tee, shooting the first stroke. This can be done an unlimited number of times, but as with the unlock code, using this is again up to your ethics.


(Courtesy of the Game Hacking forums)

The amount of game exploits using Gameshark codes is boggling, so I will list some modifications to the above sections that some codes will ultimately effect.

 A: A modifier that does not up your stroke count by 1 when taking a shot will allow for some alternate effects. Assuming it is activated before starting a hole, the stroke count will remain at zero until it is disabled.

The code is: 801B71F3 0000

Some scores when completing a hole will be mismatched, or show mismatched music and character celebrations. This is detailed in the next subsection.

When playing in ring shot mode, since the counter does not increase, an unlimited number of shots can be taken. The hole will be completed if all the rings are eliminated, but if they are not you will still fail the hole as per normal.

 B: Using the par modifier code, the number of strokes to attain par will be changed.

The code is: 800BAA04 000#

The last digit is the par value.

The game cannot properly process scores that are more then 3 under par. Either the albatross or hole in one text will show on completion, but the music will be for the 'double bogey+' score, and the character will display a sad reaction. This explains why when using the previous cheat, par 3's will  not trigger these incorrect events.

If the par for a hole is raised above 5, the 'soft clapping' rules will allow for more opportunities to trigger it.

Raising the par also allows for 'albatross putt' opportunities, which are virtually impossible in normal play. The text is animated similar to a birdie / eagle putt, but has a different font and sports a purple backboard (possibly to help with debugging during development).

 C: Using the texture modifier will cause lies to switch function and behave differently but the actual terrain or lie boundaries do not change. Changing the value of the last 2 digits in the code will customize it, but some combinations will freeze the game or not allow holes to load. Some combinations are redundant as well, as some terrain types can be accessed with multiple different hex codes.

The base code is: 81255322 00##

Some samples are:

01 - Waste area is replaced with deep rough
02 - Deep rough is replaced with waste area
07 - White colored OB everywhere, greens are a blue tiled fairway
08 - Red colored OB everywhere, greens are a red tiled new lie called 'cart path'
06 - White colored OB everywhere, greens are still greens but have a tile texture

AA - White rough everywhere
A8 - Green rough everywhere
AD - Olive colored greens and fairway (lags a lot)
B1 - Greens and blue fairway
B9 - Black bunker everywhere (lags a lot)
BA - Black OB everywhere (lags a lot)

 C: The ability to fix the power and impact on the gauge will allow a player to circumvent the normal need for timing, and therefore allow for much greater shot control. If you consider the game more of a strategy, and don't mind taking this element of skill out, this alteration is more than sufficient.

The 4 line code is:

D10FF51C 2000     
800FBE8B 003C
D00FF51D 0010
800FBE8B 001E

Before setting the power, hold the R (or equivalent) button to change the position of the marker to that of the full power slot. The mark will stay affixed to that spot until either the power is set, or the R button is let go.

Before setting the impact, hold the L (or equivalent) button to change the position of the marker to that of the centre of the strike zone. The mark will stay affixed to that spot until the impact is set or the L button is let go.

Either, both or none can be used this way for any given swing.

 D: Wind speeds can be set above 21, in any direction, often with strange effects on the ball.

 The base 2 line code is:

810BA9F0 00##
810BA9F2 ####

Since the wind speed is actually a decimal and not just a simple integer, the numbers on each line can be customized to input the full hex equivalent. 1 is the lowest, and F is the highest. The digit on the first line is the first digit (of 6) of the wind value. Adjusting the first customizeable digit from its default 0 will produce winds so strong, the wind meter won't be accurate, and the graphics will glitch out. A value of zero, then five F's, from will set the wind at about 35m, which is about the highest realistic value one would expect on the course.

Winds above 35m can and will create unusual extreme situations on the ball, such as backwards air travel, and upward scaling / bouncing of a steep rock face. High winds above 40m will show the wind meter to display incorrect figures, and possibly cause large distortions on the white guide beam.

 E: The sky conditions can be fixed to either permanent drought, or eternal rain

The code is: 800BA9FB 000#

0 = Never rains
1 = Always rains


I've seen a few more interesting gameshark modifications via a couple of Youtube videos, but am unsure of the codes needed to achieve these. Any help would be much appreciated, and will be forsure credited!

 - Black and red sky
 - Mini-golf holes played as regular holes
 - Controllable sun angle
Title: Re: Mario Golf Game And Mechanics Info
Post by: Luke on November 16, 2016, 06:39:28 pm
Title: Re: Mario Golf Game And Mechanics Info
Post by: Jimbo on November 18, 2016, 12:40:57 am
I've played probably 500 combined hours of Mario Golf 64 in my life, so this is extremely good information to read and soak in. I love data dumps like this.
Title: Re: Mario Golf Game And Mechanics Info
Post by: one_swing on November 27, 2016, 01:31:50 am

>I've played probably 500 combined hours of Mario Golf 64 in my life, so this is extremely good information to read and soak in. I love data dumps like this.

Thanks! I've sank in a good number of hours as well, mostly when I was younger. Over the years I've never seen information on this game in any detail besides the (same rehashed) basics on other sites, and decided this was a good place to set up a library or sorts.
Title: Re: Mario Golf Game And Mechanics Info
Post by: Icy on November 27, 2016, 08:23:32 am
I've never played Mario Golf 64, but I've played shitloads of Toadstool Tour on and off since it came out. How well does this data transfer over? It's really insane work that you've done and I would love if it happens to apply to the other Mario Golf.
Title: Re: Mario Golf Game And Mechanics Info
Post by: MetalYoshi on December 02, 2016, 01:00:51 am
Having played thousands of hours of Toadstool Tour, and almost as much Mario Golf (64), I will attest to the fact these games play very differently.  The latter is much more focused on the landing point and trajectory control, whereas the former is focused on the overall shot length and arithmetic.  Wind and Rain work very differently, especially with respect to elevation changes, as well.  That isn't to say that there aren't "algorithms" that can prove helpful for speedrunning Toadstool Tour.  In fact, having a general idea of how much roll you'll reduce from Backspin in various situations helps immensely.

Another major difference is that the distance reduction you'll receive from your Lie is already mostly factored in for Toadstool Tour.  However, there is RNG for distance variation, and it is up to you within one second to adjust spin or the Impact Point to correct for these changes.  Mastering this skill will put you high on the leaderboards for sure.

All that said, if you have a lot of experience with one game, it will facilitate your understanding of the other.  The portable versions have their differences, especially because of their analog direction control, but most of your knowledge will carry over.  Maybe not the numbers, but almost everything else.