Mario Golf: Advance Tour Copyright Camelot/Nintendo 2004 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.2 Dates Written: July 24th to July 28th, 2004 I dedicate this to the boys on IGN who will not play this game because "Mario is not playable in story mode" (or any other Mario character for that matter). Way to judge a game based on the name and not how it plays (which is far superior to Mario Golf: Toadstool Tour) guys! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted on July 28th, 2004 -All sections are complete -May add in some sections in the future as needed ----------- Version 1.1 ----------- -Submitted on January 3rd, 2014 -I realized I had never submitted this one to GameFAQs, like my other IGN FAQs that met my agreed to exclusive timeline with IGN, thus it will go up here as well to line up my entire body of work -I also reformatted it a bit to fit in more with my more recent FAQs ----------- Version 1.2 ----------- -Submitted on April 27th, 2015 -Added in a Hyper Drink you can collect at the Marion Club ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Controls 3) General Strategies 4) Marion Club 5) Palms Club 6) Dunes Club 7) Links Club 8) The Field 9) Mushroom Club 10)Unlockables 11)Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) Welcome to the wonderful world of Mario Golf on the GBA! Camelot has once again served up a far superior product on the handheld system that outstrips its parent game on the home console. Craft your players by leveling him/her up through experience gained in playing the game of golf, the sidegames, or even through locating Items. Head out into the world to achieve the ultimate goal of playing in the Mushroom Cup! ---------------------------------------------------------------------------- ---------------------------------Controls----------------------------------- ---------------------------------------------------------------------------- 2) This section will outline basic controls, followed by specific effects that can be applied to a swing. Automatic Swing: If you choose to go this route, press the A Button to get the meter moving, then press the A Button to set your power. The game will then randomly set your impact on the ball, which is a good way to get a feel for the game at first (takes out a lot of the worry while swinging). Manual Swing...: If you choose to go this route, press the A Button to get the meter moving, then press the B Button to set your power. At this point, the meter will begin to move back towards your impact area of the ball, at which point you press either Button to set your impact. Provided it is within the red line underneath the meter, the ball will go the distance you set (though being off-center will send the ball off target). Backspin.......: To perform this, you will need to do a manual swing. When it comes time to set the impact on the ball, press the B Button twice to give the ball some breaks. Super Backspin.: The same as Backspin, but you press the B Button, then the A Button while setting the impact area on your swing. Topspin........: To perform this, you will need to do a manual swing. When it comes time to set the impact on the ball, press the A Button twice to give the ball some extra roll. Super Topspin..: The same as Topspin, but your press the A Button, then the B Button while setting the impact area of your swing. Putting........: Simply press the A Button to start the meter moving, then press the A Button again to choose the distance you wish to hit the ball. Note that this is the distance with no other effects, so slope and surface will affect how the ball travels. Press the B Button to cycle through the various swing speeds (short = 30 feet max, medium = 100 feet max, long = 200 feet max) Ball Trajectory: While the meter is in motion, pressing on the d-pad will alter the specific area of the ball that your club will impact upon. UP will make the impact higher on the ball (lowering trajectory), DOWN will make the impact lower on the ball (raising trajectory), and LEFT/RIGHT will make the ball travel more towards the opposite direction of the side pressed. ---------------------------------------------------------------------------- ----------------------------General Strategies------------------------------ ---------------------------------------------------------------------------- 3) This section will offer basic ideas to make your venture into the world of Mario Golf that much more successful. -Before you play one round, whether it is single or doubles golf, head to the practice range and play through all the Lessons and Challenges. This will allow you to improve your character a little to assist in doing well in the upcoming tournaments. -While playing at a club, try to complete every single challenge laid out to you, including: the Sidegames, the Single Tourney, the Double Tourney, the Single Match Play against the club champ, the Double Match Play against the club champs, and any other challenge that may exist. This will not only help you become a complete golfer, but your golfers will gain valuable experience while learning some new techniques and trick shots! -Be sure to complete the entire set of Out and About Sidegames, as they yield experience as well as great Items! -Play a Practice Round on a new course to learn how the layout is, then enter into tournaments and match plays confident in your approach to each hole! -Backspin is an excellent way to stick the ball onto a small green or a fast fairway. This is especially handy as the courses increase in difficulty. -Topspin can be used to get a few extra yards as well as a great way to bounce out of that longer rough to reach a fairway. It is also a great way to keep a ball moving forward when it comes into contact with a slope. -If you are doing poorly on a hole, or maybe you dislike the weather/wind, you can save and quit, then re-load the game to see if the outcome with different conditions will be more to your liking! ---------------------------------------------------------------------------- -----------------------------------Marion Club------------------------------ ---------------------------------------------------------------------------- 4) This section will look at the Marion Club, including: The Course, Sidegames, and Tournament/Match Plays suggestions. o------------o | The Course | o------------o Marion Club is the beginner course, so it is very forgiving. It offers wide fairways, short rough, small bunkers, and large greens. You do need to be somewhat careful, but you will have to hit a very poor shot to end up in a water hazard or out of bounds. The wind is almost non-existent as well. o-----------o | Sidegames | o-----------o Note that if you are perfect in any contest, your Experience will be doubled! Approach Lesson 1...: Use your lower Iron with topspin to land the ball inside the circle to score 20 Experience Points! Approach Lesson 2...: Use backspin to stick the ball inside the circle to get 25 Experience Points! Shot Lesson 1.......: Land your shot inside the safe spot circle to win this side game. 20 Experience Points are yours for victory! Shot Lesson 2.......: Hit the ball off the mound in the front of the green to bring it to a stop within the circle to win the game and net yourself 25 Experience Points! Putting Lesson......: Drop the putt as instructed to gain 20 Experience Points! Approach Contest 1..: Repeat what you learned in Approach Lesson 1, this time getting 7 out of 10 inside the circle to win! Approach Contest 2..: Repeat what you learned in Approach Lesson 1, this time getting 7 out of 10 inside the circle to win! Shot Contest: Short.: Land 7 out of 10 in the closest safe spot from Shot lesson 1 to win! Shot Contest: Normal: Land 7 out of 10 in the second closest safe spot from Shot lesson 1 to win! Shot Contest: Hard..: Land 7 out of 10 in the farthest safe spot from Shot lesson 1 to win! Shot Contest 2......: Land 7 out of 10 shots within the circle around the flag stick (as you did in Shot Lesson 2) to win! Putting Contest.....: Eight yard putts are the proposed test, so drain 7 out of 10 to win! ~~~~~~~~~~~~~~~ Bonus Challenge ~~~~~~~~~~~~~~~ Knock Out Klepto!: Go through the back area of the Approach Shots Range area to set up practice at a grassy portion on the lake's shore. Use your skills to hit the Klepto holding the Koopa Troopa to release it, who will then give you a Power Drink, which can be used on either Golfer to increase their distance by 2 yards! ~~~~~~~~~~~ Bonus Items ~~~~~~~~~~~ Take the exit from the clubhouse that is in the bottom left area to find alone barrel holding a Power Drink! After you have achieved the Memorial Score in both Singles and Doubles play, visit the Trophy Room to find Toad has changed the appearance of the Memorial Trophies, and he will yield a Hyper Drink to reward your prowess! o------------------------o | Tournaments/Match Play | o------------------------o Singles Tournament: Score around 4 over par or better to become the champion. Doubles Tournament: Score around 6 over par or better to become the champions. Singles Match Play: Provided you shoot consistent Pars/Birdies, Joe will lose quickly. Doubles Match Play: Provided you shoot consistent Pars/Birdies, Joe and Putts will lose quickly. ---------------------------------------------------------------------------- ------------------------------------Palms Club------------------------------ ---------------------------------------------------------------------------- 5) This section will look at the Palms Club, including: The Course, Sidegames, and Tournament/Match Plays suggestions. o------------o | The Course | o------------o The Palms is similar to the Marion Club in that it has larger greens and wider fairways than your typical golf course, but the wind will have been increased in strength, as has the size and number of water traps. The rough will also be less forgiving, becoming deeper much closer to the fairways than at Marion. o-----------o | Sidegames | o-----------o Note that if you are perfect in any contest, your Experience will be doubled! Approach Contest.......: Land 7 out of 10 shots within two yards of the pin to win! Shot Contest...........: Land 7 out of 10 Tee Shots within the safe zone to win! Putting Contest: Easy..: Send 7 out of 10 putts inside the circle to win! Putting Contest: Normal: Send 7 out of 10 putts inside the circle to win! Putting Contest: Hard..: Send 7 out of 10 putts inside the tiny to win! ~~~~~~~~~~~~~~~ Bonus Challenge ~~~~~~~~~~~~~~~ Knock Out Blooper!: Head for the area near the Blooper, setting up practice on the beach to clock the Blooper to send it running to the second beach. Continue to move back and forth between the two beaches, landing three hits to make the Blooper drop the Custom Ticket B! o------------------------o | Tournaments/Match Play | o------------------------o Singles Tournament: Score around 3 over par or better to become the champion. Doubles Tournament: Score around 5 over par or better to become the champions. Singles Match Play: Provided you shoot consistent Pars/Birdies, Sherry will lose quickly. However, she will make more approach shots, meaning she will score lower than Joe did. Doubles Match Play: Provided you shoot consistent Pars/Birdies, Sherry and Grace will lose quickly. Just note that these two are more adept at getting to the green, but they seem to mess up easier putts than the previous two. ---------------------------------------------------------------------------- ------------------------------------Dunes Club------------------------------ ---------------------------------------------------------------------------- 6) This section will look at the Dunes Club, including: The Course, Sidegames, and Tournament/Match Plays suggestions. o------------o | The Course | o------------o A truly tough test for most golfers, the increased amount of large areas of sand traps mixed with close to the hole Out of Bound locations means a tougher play. Factor in increased wind presence, narrow fairways, pot bunkers, and smaller greens, and you have a tougher course. o-----------o | Sidegames | o-----------o Note that if you are perfect in any contest, your Experience will be doubled! Approach Contest....: Land 8 out of 10 shots inside the circle to win! Shot Contest: Easy..: Land 7 out of 10 shots inside the circle to win! Shot Contest: Normal: Land 7 out of 10 shots inside the smaller circle to win! Shot Contest: Hard..: Land 7 out of 10 shots inside the tiny circle to win! Putting Contest.....: Sink 7 of 10 putts from 12 yards to win! ~~~~~~~~~~~~~~~ Bonus Challenge ~~~~~~~~~~~~~~~ Knock Out Pokey!: Go past the sign and into the desert portion below to chase Pokey, knocking out one of his segment each time he pops up. After landing three hits, he will succumb to your attacks, yielding Custom Ticket C! o------------------------o | Tournaments/Match Play | o------------------------o Singles Tournament: Score around 2 over par or better to become the champion. Doubles Tournament: Score around 3 over par or better to become the champions. Singles Match Play: Provided you shoot consistent Pars/Birdies, Azalea will lose quickly. However, she will make more approach shots, meaning she will score lower than Sherry did. Doubles Match Play: Provided you shoot consistent Pars/Birdies, Azalea and Tiny will lose quickly. Just note that these two are more adept at getting to the green, as well as at sinking putts. They are prone to poor chipping, however. ---------------------------------------------------------------------------- ------------------------------------Links Club------------------------------ ---------------------------------------------------------------------------- 7) This section will look at the Links Club, including: The Course, Sidegames, and Tournament/Match Plays suggestions. o------------o | The Course | o------------o Take everything you know about the Dunes, turn the excess of sand into deep rough, and add in large patches of heath (nasty stuff) in the rough as well as in the middle of the fairway, and you have the nastiest course in the circuit! Patches of Fast Fairway will also pop up, making it even tougher to hit and stick to the minute fairways that snake through this overgrown club. o-----------o | Sidegames | o-----------o Approach Contest: Easy..: Pot 1 of 10 chip attempts to win! Approach Contest: Normal: Pot 2 of 10 chip attempts to win! Approach Contest: Hard..: Pot 3 of 10 chip attempts to win! Shot Contest............: Land 8 out of 10 tee shots to the safety of the circle to win! Putting Contest.........: Nail 7 out of 10 putts from various distances to win! ~~~~~~~~~~~~~~~ Bonus Challenge ~~~~~~~~~~~~~~~ KO Monty Mole Mini-Game: Head up the path from the sign, setting up to practice by conking the Monty Mole with a shot. Then go to the area beside the Driving Range to find the Monty Mole again, setting up to conk it once more. Then head to the Putting Green, and head north along the winding trail to hit the Monty Mole one last time, getting a Super Drink for your troubles! o------------------------o | Tournaments/Match Play | o------------------------o Singles Tournament: Score around even par or better to become the champion. Doubles Tournament: Score around 1 over par or better to become the champions. Singles Match Play: Provided you shoot consistent Pars/Birdies, Kid will lose quickly. However, he will make more approach shots, meaning he will score lower than Azalea did, plus he will hit incredibly nice driver shots as well. Doubles Match Play: Provided you shoot consistent Pars/Birdies, Kid and Gene will lose. Just note that these two are more adept at getting to the green, sinking putts, and at hitting monster drives. They are prone to finding the heath at times, so be sure to capitalize on their errors. ---------------------------------------------------------------------------- ------------------------------------The Field------------------------------- ---------------------------------------------------------------------------- 8) This section will look at each Sidegame to be found in the Field, offering up solutions as well as the prizes for finishing each one. o-----------o | Sidegames | o-----------o Go-Go Gates Forest 1......: Knock your ball through all the gates AND finish with a Par or better to win at this challenge. Complete the three selected holes from the Marion Club to complete the run. Go-Go Gates Forest 2......: Knock your ball through all the gates AND finish with a Par or better to win at this challenge. Complete the three selected holes from the Palm Club to complete the run. Go-Go Gates Forest 3......: Knock your ball through all the gates AND finish with a Par or better to win at this challenge. Complete the three selected holes from the Dune Club to complete the run. Go-Go Gates Forest 4......: Knock your ball through all the gates AND finish with a Par or better to win at this challenge. Complete the three selected holes from the Links Club to complete the run. Once you finish this challenge, a Super Drink is your reward! Lucky Country 1...........: Play the slots to determine what club(s) you will have access to for that particular hole. Make par or better on all 3 holes in one run and you will be victorious! Note that three stars on your reels will give you a full bag of clubs, but if you only get two, good luck on surviving with just one club! Lucky Country 2...........: Play the slots to determine what club(s) you will have access to for that particular hole. Make par or better on all 3 holes in one run and you will be victorious! Note that three stars on your reels will give you a full bag of clubs, but if you only get two, good luck on surviving with just one club! Lucky Country 3...........: Play the slots to determine what club(s) you will have access to for that particular hole. Make par or better on all 3 holes in one run and you will be victorious! Note that three stars on your reels will give you a full bag of clubs, but if you only get two, good luck on surviving with just one club! Lucky Country 4...........: Play the slots to determine what club(s) you will have access to for that particular hole. Make par or better on all 3 holes in one run and you will be victorious! Note that three stars on your reels will give you a full bag of clubs, but if you only get two, good luck on surviving with just one club! A Power Drink is your reward for finishing off this final Club Slots challenge! One-Club Challenge: Easy..: Choose one club and it will be the one you use for your four attempts to stick your shots inside the circle, winning the event. One-Club Challenge: Normal: Choose one club and it will be the one you use for your four attempts to stick your shots inside the smaller circle, winning the event. One-Club Challenge: Hard..: Choose one club and it will be the one you use for your four attempts to stick your shots inside the tiny circle, winning the event, a Custom Ticket A, and a Super Drink. Golf Mini-Park 1..........: Use your skills to play through the three holes (about 800 yards total distance) in 7 strokes or less to win! Golf Mini-Park 2..........: Use your skills to play through the three holes (about 800 yards total distance) in 6 strokes or less to win! Golf Mini-Park 3..........: Use your skills to play through the three holes (about 800 yards total distance) in 5 strokes or less to win! Finish this one to grab yourself a Custom Ticket B. Coo-Coo Course............: Before you even enter the building, make your way around to the back to the barrel to find a Super Drink inside it! Enter the building to try and get par on a par 5 hole that is just a smidge past 500 yards. Sounds really easy… till you realize no fairway exists! Try your best to stick to regular rough or semi-rough, plunking your way onto the green in 3 or 4, then putting out to win a Custom Ticket C! Elf' Short Course.........: Located near the Links Club, this nasty little 9 hole course of par 3's plays by the rules of one shot onto the green (the green... not the fringe), followed by one putt to sink the ball (commonly referred to as one on, one putt). If you manage to do this run for 9 straight holes, you will be rewarded with a Hyper Drink! ~~~~~~~ Bonuses ~~~~~~~ Custom Club Shop: Come here with a Custom Ticket to get a tailor made set of clubs to improve your game! You can find the Custom Tickets at various locations for completing Sidegames, so read up on the Clubs Sidegames as well as the Field Sidegames. However, one Custom Ticket A is found right there in the Custom Club Shop! Misty Tree......: In the field in the northern portion of the map is a tall tree that hides a 1-Up Mushroom! ---------------------------------------------------------------------------- ---------------------------------Mushroom Club------------------------------ ---------------------------------------------------------------------------- 9) This is the reward you will receive for winning at the Links Tournament, whether it is in Singles Cup or Doubles Cup. You will get to play in a tournament against the characters of the Mario's game for golfing supremacy! o------------o | The Course | o------------o Floating high in the sky, many of the holes are made up of small islands hovering in large expanses of out of bounds areas. Add in large pot bunkers (shaped like stars), narrow fairways, tons of fast fairway, and the deepest rough you can imagine! Also, you will have to contend with Mario obstacles such as Piranha Plants, Mushrooms, Thwomps, Chain Chomps, and explosive Bob-Ombs, all of which can help or hinder your game! Definitely the most challenging course, you will need to be deadly accurate to compete in these tough conditions! ---------------------------------------------------------------------------- -----------------------------------Unlockables------------------------------ ---------------------------------------------------------------------------- 10)This section will look at all of the unlockables found within the game. ~~~~~~~~~~~~~~~~~~ Star Marion Course ~~~~~~~~~~~~~~~~~~ Hole 1: Get Experience in Mario Golf: Advance Tour Hole 2: Link to Mario Golf: Toadstool Tour Hole 3: Clear Marion Club "Shot Contest 2" Hole 4: Beat Peach in Toadstool Tour with one of your characters Hole 5: Clear Palms Club "Putting Contest: Easy" Hole 6: Beat Diddy Kong in Toadstool Tour with one of your characters Hole 7: Break Marion Club Doubles "Memorial Score" (around -10) Hole 8: Beat first course Ring Shots in Toadstool Tour with your character Hole 9: Place in the Marion Club Doubles Cup Hole 10: Beat Birdo in Toadstool Tour with one of your characters Hole 11: Clear Links Club "Shot Contest" Hole 12: Beat Wario in Toadstool Tour with one of your characters Hole 13: Place in the Mushroom Doubles Cup Hole 14: Beat Bowser in Toadstool Tour with one of your characters Hole 15: Break Marion Club Singles "Memorial Score" (around -14) Hole 16: Beat Mario in Toadstool Tour with one of your characters Hole 17: Place in the Marion Club Singles Cup Hole 18: Win Lakitu Cup in Toadstool Tour with one of your characters ~~~~~~~~~~~~~~~~~ Star Palms Course ~~~~~~~~~~~~~~~~~ Hole 1: Clear Marion Club "Shot Contest: Short" Hole 2: Beat Koopa Troopa in Toadstool Tour with one of your characters Hole 3: Clear Marion Club "Approach Contest 2" Hole 4: Beat Luigi in Toadstool Tour with one of your characters Hole 5: Clear Dunes Club "Shot Contest: Easy" Hole 6: Beat Yoshi in Toadstool Tour with one of your characters Hole 7: Break Palms Club Doubles "Memorial Score" (around -9) Hole 8: Beat second course Ring Shots in Toadstool Tour with your character Hole 9: Place in the Palms Club Doubles Cup Hole 10: Beat Waluigi in Toadstool Tour with one of your characters Hole 11: Clear Links Club "Approach Contest: Easy" Hole 12: Beat Daisy in Toadstool Tour with one of your characters Hole 13: Break Mushroom Club Singles "Memorial Score" (around -10) Hole 14: Beat Donkey Kong in Toadstool Tour with one of your characters Hole 15: Break Palms Club Singles "Memorial Score" (around -13) Hole 16: Beat fifth course Ring Shots in Toadstool Tour with your character Hole 17: Place in Palms Club Single Cup Hole 18: Win Cheep-Cheep Cup in Toadstool Tour with one of your characters ~~~~~~~~~~~~~~~~~ Star Dunes Course ~~~~~~~~~~~~~~~~~ Hole 1: Clear Marion Club "Approach Contest 1" Hole 2: Link to Toadstool Tour game with 9 or more Birdie Badges Hole 3: Clear Palms Club "Shot Contest" Hole 4: Link to Toadstool Tour game with 18 or more Birdie Badges Hole 5: Clear Dunes Club "Approach Contest" Hole 6: Link to Toadstool Tour game with 36 or more Birdie Badges Hole 7: Break Dunes Club Doubles "Memorial Score" (around -8) Hole 8: Beat third course Ring Shots in Toadstool Tour with your character Hole 9: Place in the Dunes Club Doubles Cup Hole 10: Link to Toadstool Tour game with 45 or more Birdie Badges Hole 11: Clear Links Club "Putting Contest" Hole 12: Link to Toadstool Tour game with 63 or more Birdie Badges Hole 13: Break Mushroom Club Doubles "Memorial Score" (around -6) Hole 14: Link to Toadstool Tour game with 90 or more Birdie Badges Hole 15: Break Dunes Club Singles "Memorial Score" (around -12) Hole 16: Link to Toadstool Tour game with 72 or more Birdie Badges Hole 17: Place in Dunes Club Single Cup Hole 18: Win Sand Classics Cup in Toadstool Tour with one of your characters ~~~~~~~~~~~~~~~~~ Star Links Course ~~~~~~~~~~~~~~~~~ Hole 1: Clear Marion Club "Putting Contest" Hole 2: Clear Toadstool Tour "Shot Practice: Easy" with your character Hole 3: Clear Palms Club "Approach Contest" Hole 4: Clear Toadstool Tour "Approach Practice: Easy" with your character Hole 5: Clear Dunes Club "Putting Contest" Hole 6: Clear Toadstool Tour "Putting Practice: Easy" with your character Hole 7: Break Links Club Doubles "Memorial Score" (around -7) Hole 8: Beat fourth course Ring Shots in Toadstool Tour with your character Hole 9: Place in Links Club Double Cup Hole 10: Clear Toadstool Tour "Shot Practice: Normal" with your character Hole 11: Place in Mushroom Singles Cup Hole 12: Clear Toadstool Tour "Approach Practice: Normal" with your character Hole 13: Acquire 90 Birdie Badges Hole 14: Clear Toadstool Tour "Putting Practice: Normal" with your character Hole 15: Break Links Club Singles "Memorial Score" (around -11) Hole 16: Win Peach Invitational in Toadstool Tour with one of your characters Hole 17: Place in Links Club Single Cup Hole 18: Win the Blooper Open in Toadstool Tour with one of your characters ~~~~~~~~~~ Characters ~~~~~~~~~~ Joe...: Defeat in singles match play at the Marion Club Putts.: Defeat in doubles match play at Marion Club Sherry: Defeat in singles match play at the Palms Club Grace.: Defeat in doubles match play at the Palms Club Azalea: Defeat in singles match play at the Dunes Club Tiny..: Defeat in doubles match play at the Dunes Club Kid...: Defeat in singles match play at the Links Club Gene..: Defeat in doubles match play at the Links Club Luigi..: Transfer experience from Toadstool Tour Waluigi: Have 27 Birdie Badges on Toadstool Tour when transferring Wario..: Have 54 Birdie Badges on Toadstool Tour when transferring Bowser.: Have 81 Birdie Badges on Toadstool Tour when transferring ---------------------------------------------------------------------------- ---------------------------------Final Word--------------------------------- ---------------------------------------------------------------------------- 11)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2004. The only website, group, person, etc. to have access to post it is www.ign.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. A great game, one that gets revisited every second year or so. It is truly a shame that this series of handheld games seems to have disappeared, as they really outshone their bigger brothers on the home consoles, as they truly had more depth in story and gameplay! Combined together, of course...