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MZM 0 X WZX0 Namco Classic FAQ NES 1988 Version: 1.0 released on the 20th of April 2008 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Course | G0300 | |----------------------------------------------------------------+-----------| | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'Namco Classic' for the NES, released by Namco in 1988. Namco Classic is a golf simulation and features one course for both practice and tournament play. This is not the same as Game Boy game by the same name, although they are very similar. The GB version contains some more English text if you prefer that, but the course is entirely different. The guide uses Shift-JIS to display Japanese characters in .txt form. If you cannot see them automatically and just see some garbled font, set your browser encoding or file viewer manually. It is recommended that you view the file in a fixed font such as Courier New as some of the tables with Shift-JIS will look odd without it. Do not worry if you cannot get it working after all, you can still wing it through the small menu selections without. Suggestions, comments or errors - tell me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== The Title Screen has two options: ラウンド プレイ Round Play トーナメント Tournament Switch with SELECT, then begin with START. Round Play: ``````````` First select how many players are going to participate as well as what style to play: ストローケ (Stroke) x プレイ (1-4 Players) or マッチ 2 プレイ (Players) Next じぶん Oneself, input your own name and select your own clubs. プロ Pro, pick from a list of names with preset club selections. If you selected the first option, you have to input your name, then the handicap and then pick 14 clubs out of the 18 available. If you chose the latter option then you only need to set the handicap. This mode goes through the eighteen holes by yourself for self-challenge or practice purposes. Tournament: ``````````` ニューゲーム (New Game) じぶん Oneself, input your own name and select your own clubs. プロ Pro, pick from a list of names with preset club selections. コンティニュー (Continue) Insert the password you were given when you stopped playing to continue from here. You pair up with an opponent head-to-head as well as a leaderboard of other players. The winner get a hefty prize money. Controls: ````````` D-Pad to aim, up & down for club selection. The B button gives you three choices of either comments & hints, checking the green view and the current scorecard. The scorecard shows the stats for each hole, the handicap (HDC) and your results including above or below PAR on the very right. The TOTAL at the bottom is the current score. Press the A button when you have the correct aim, then move the target of the ball for tweaking the direction and height. When you are ready, press A again to start the strength meter. The meter has a black peg where you start at, a red and white area next to it which count for accuracy of the ball going straight, too far left or too far right, as well as a large green area. The green area represents the power of your hit. The maximum you can hit is the end of the green bar, as leaving the pointer go too far will result in resetting the meter all together. Don't worry as it doesn't count against your score, it just means you restart the shot. As the pointer rises, hit the A button to set the strength. The pointer will stay but at the same time a new one will lower towards the black peg. The less power you have applied, the slower it will descend. Hit the A button again to get the height correct. If you get it too early (in the green) or too late (the white) the shot is either lobbed and will be flat. If you do too late and past the white mark it will fail to get anywhere. It sounds more tricky than it actually is. Club selection: ``````````````` Woods (xW): Originally with wooden heads and used to propel the ball for long distances from a tee or fairway. They have varying degrees of loft (angle of club face relative to vertical). The longest wood, the 1 wood, is usually referred to as the driver. It also has the biggest head, making it ideal for use off the tee. In this game you may only use it to tee-off and the game will prevent you from doing any other shot in the course. Irons (xI): Usually shots approaching the greens, medium distances. Irons usually range from numbers 1 to 9, with lower numbered irons having lower lofts. Putters (PT): Used to propel the ball short distances along the ground with optimum accuracy, usually on the putting green. Sand Wedges (SW) have specially designed undersides that use a feature known as "bounce", which combined with a loft of 54-58 degrees make them suitable for shots from bunkers or from the rough. Pitching Wedges (PW) make great chippers from the fringe of the playing area and are very useful on bump-and-run approaches. [WikiPedia] But which one to chose for which situation? The Sand Wedge is straight forward, you use it when stuck in a sand bunker. The Pitching Wedge is for recovering from trouble areas, such as tree lines and rough patches. The Putter is used for putting the ball into the hole, you should usually just do that on the green because the surface needs to be smooth. A 1W is usually a great tee off start, it will go 230 yards easy. The others are also nice and high, but not don't cover so much distance. As for the Irons, they are for more accurate approaches onto the green. The high numbers will also go higher. Think of it like chipping the ball onto a green. In short, start with a 1W, then pick a good one for the shots towards the green and finish up with a Putter. Note that the game is quite old and golf clubs change over the years. If you think a specific number should behave in a certain way in reality and it doesn't end up doing so in the game, it is most likely because the modern clubs do not compare with these. =============================================================================== 03.) COURSE G0300 =============================================================================== o-----------o | Hole 1 | | Par 5 | | 550 Yards | o-----------o An easy start. Hit the ball up the fairway twice to reach the end of it. It gets slightly more narrow there. The next shot will be a short one onto the green from which you should not have much trouble to knock it into the hole. o-----------o | Hole 2 | | Par 3 | | 150 Yards | o-----------o Aim slightly to the right or left and move the target on the ball so it swerves over into a more central area so you don't hit the rough or water. o-----------o | Hole 3 | | Par 4 | | 380 Yards | o-----------o Start with a straightforward drive into the end zone of the green fairway. You should be shooting past the bunker and the forest with ease. This should make the second shot easier and the rest is history. o-----------o | Hole 4 | | Par 4 | | 430 Yards | o-----------o The start of this hole looks a little devilish, because there is sand, trees and more bunkers. Aim to the left once and ideally you want to hit far into that direction so it lands between the beach and the large bunker. It is tricky so do not be too disappointed if you get this one wrong, just hope it is not too harsh on you. Now if you got this right a 4-6 iron should be getting you on the green. This is actually a little hard to get a birdie with the first two shots being quite difficult. o-----------o | Hole 5 | | Par 4 | | 420 Yards | o-----------o Aim slightly left (as in towards the top of the screen) and try not to hit the large bunker you see at the far side. Keeping wind in mind you want to use something in the region of a 4W. The second shot goes towards the green already and to avoid the even larger bunker to the south you would instead hit it more north and risk missing the green for now. If you are very close to the first bunker then you should loft the ball over instead, because the gap is quite dangerous. o-----------o | Hole 6 | | Par 3 | | 170 Yards | o-----------o Obviously a really short shot, unfortunately the green is a small area and this is again a tricky move. This is all I can say for strategy really. o-----------o | Hole 7 | | Par 4 | | 460 Yards | o-----------o Forget about the thin stretch of green at the south section, you can go there if you prefer but I do not think it is easier than aiming for the island just ahead. From the island you have a slightly easier shot for the green but the second choice (south) has no other disadvantages if you made it far on that course. Avoid the small bunker near the green as well as the beach to the north. The green is small and tricky, again. o-----------o | Hole 8 | | Par 5 | | 570 Yards | o-----------o This is the first hole you will have trouble with those darn trees. The thin forest is shorter and you hit right over them. By right I do not mind TO THE RIGHT, you want to hit straight ahead and far. If you are really unlucky you will hit the rough just ahead abut I doubt that happens too often. The second shot is actually a mirrored effort of the first one as the course snakes around towards the hole. This time, use a higher Wood and get it near where the fairway gets thinner. You do not have to get it all the way to the end, going for an eagle is very hard here and your birdie chances are higher if you get this one on the green rather than aim as close to the hole as you can. Easy birdie in most cases. o-----------o | Hole 9 | | Par 4 | | 440 Yards | o-----------o Welcome to the back nine - and a real beauty awaits here. If you have wind assistance going west then you may just make it straight across the forest here, but I do not recommend. You will probably only make it 5% of the time. You have two alternatives. The bad choice would be to aim southwest. The fairway is too thin and you will land in the rough too easily. Instead make the right choice and aim northwest over the bunker. Sure, you risk hitting the bunker dead-on and it will surely happen to you 25% of the time, but a nice hit with a swerve towards the center will result in a great position for the second shot. With that out of the way, the second shot should be easier. There is still a nearby bunker to avoid but that is about it. o-----------o | Hole 10 | | Par 4 | | 450 Yards | o-----------o That strange-looking bunker in the middle of the course is basically just in the spot where a long-range hit would end up. You best hit it a little shorter and make sure the next one will have a neat position on the fairway rather than an awkward bunker shot. Another shot probably doesn't quite reach the green but you can still par with ease at this point. o-----------o | Hole 11 | | Par 5 | | 460 Yards | o-----------o Aim a little south and drive the ball as far as you can. It should land in- between the two bunkers on the nice dark green surface. This part is easy. The designer of this course, however, thought it was funny to make this chameleon-shaped peninsula have a tongue-like green, which makes it extremely hard to hit. Not only that, there is a horribly placed bunker where the chameleon's eye would be - and your chances of hitting right into it are very high. Oh and that is not it yet - all the area around the green and this notorious bunker is rough terrain. Yippee! The good news is, this is a par 5 hole. You can make it to the end of the fairway in the second shot. The hard part comes then and hitting the bunker will cost you a birdie if not more, but after all this hellish part is only the end bit. For advance players: from the first position you will probably be around a large tree. You want to hit straight at the green but aim a little south so it just about grazes the edge of the green still, or lands in the flat rough area. From there you have a good chance to eagle, birdie and well... finish. o-----------o | Hole 12 | | Par 3 | | 160 Yards | o-----------o Another quickie, and the bunkers are easy-going this time around. Aim a little more far east to make sure you do not him them. The short distance can be troubling as most shots will overshoot by miles, or get lost in the bunker. Try a high Iron. Not much else to say here because it is so straightforward. o-----------o | Hole 13 | | Par 4 | | 430 Yards | o-----------o From third person view this looks almost like a maze with thick hedges surrounding you. Anyhow, easiest shot coming up: aim north once and hit it with all you've got, it will land on the fairway nicely lined up for the second. As for the second shot, aim a bit more south if you have to, but you still want to get it north of the lake plus bunker instead of going into any of those two. o-----------o | Hole 14 | | Par 4 | | 280 Yards | o-----------o To start off you need to carefully select your club. I think a 3 Wood would be most suitable, but you can really go with anything since the shot does not get maxed out. If you got with the 3 Wood or equivalent, shoot around 80% of the power and it should land south of the bunker. The second shot is a little tricky to get right, as flying past the green equals bunker. If you stick with the same club, hit it for roughly 50% power. o-----------o | Hole 15 | | Par 3 | | 180 Yards | o-----------o Difficult hole, because almost any non-green shot results in trouble. I suggest a low Iron, maybe 3 or 4, then hitting almost max power to reach the green. Wind is very important, and do not forget about the curve you put on the ball. o-----------o | Hole 16 | | Par 4 | | 480 Yards | o-----------o If you have windy conditions then you can probably forget about making the little island just east of your position. Else, go for it. The alternative is gruesome: a thin bunker-laden stretch of fairway at the south end of the course which is not easier to hit, but obviously still preferred to surf the waves. And if you thought that was the hard part, the green has a few sandy bodyguards called bunkers and they are surrounding it with all their power. This is not guaranteed to be the toughest hole of the course, but it is up there with the ones that are hard to par. o-----------o | Hole 17 | | Par 4 | | 440 Yards | o-----------o A very nasty hole for anyone wanting to get a good score, or still has not grasped the game's clubs quite yet. For beginners, tee off slowly to the end of this fairway. Take another short shot to the first island across the lake and then the third one onto the green. This should be enough to par, if you avoid the bunkers and of course all that water. For advanced players wanting to birdie this, you have to drive off a very risky shot that takes you straight to the first island at the west side. Really max out the shot or else you will fail. I tend to aim slightly south and then curve a little north as the island is not straight ahead. Good luck with that, but the second shot is much easier compared to the first. o-----------o | Hole 18 | | Par 5 | | 620 Yards | o-----------o This is the last and also longest hole on the course. Curve north a bit and tee off big. You could go with the southern fairway but it has a nasty tree which seems more annoying than those bunkers, and the third shot is harder from there. Make the second shot to the end of the northern fairway just south of the bunker to be a in a good position for reaching the green in the third shot already. A tame ending to a diabolical course. =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 First and complete version (April 20th 2008) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Namco for the game. WikiPedia for the info on clubs. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=