.:::::.- .-`:::::.`:::- .- :`-:::- -//- -::-. :` .--: -//-` oh----`d: d/-N----`/m--/m` sy``ho do--od /h:..:h/ mo--/yo :d- +h`/s`m:..:- omooo+ .m` os -Moooo`/m-:oy /dd: dhooh+ N. -N m/ m: .dhs `` syo+: oh /h:d` -N /m-/y- ys d+ `N-d/ /d m/ .m. :N .sy +doooo` ym. -moooo-:h +s` so yyo+o+ `so++os` hyo+oo. -d .sooos- .:/:. `:/:. -` `::::. `h+.`./`os.`.os h/ :d...` +s ///.M m.h/ :m+++- -d. ``m-h/ -d h/ :d .+++++` /+++/` +o+++.+ Game Title: Hot Shots Golf Fore! (NTSC) or Everybody's Golf (PAL) Written By: Alex Cleland Email: silverwing57@gmail.com Platform: PlayStation 2 Version: 1.1 Last Update: 12/02/06 Copyright 2004-2005 Alex Cleland This guide was written whilst playing the PAL version The most recent version of this guide can always be found at GameFAQS.com ************************ Table of Contents ************************* 1. Introduction 2. Copyright 4. Wind 5. Elevation 6. Spin/Roll 7. Lie 8. Turbos 9. Putting 10. Perfect Impact 11. Conclusion/Credits ************************** 1. Introduction ************************** Hello and welcome to my fourth guide. This time I decided to write a shot guide for all of the Hot Shots golf players. When I started playing this game, I sucked, simple as that. But after some practice and learning about the games mechanics I got better after a few rounds. The purpose of this guide is to help speed up the learning process and help you become a better golfer. ********************* 2. Copyright ********************* This guide is copyrighted to me, Alex Cleland and may not be posted on any webpage, magazine ect. without my permission. If you email me and I do allow you to post this guide on your site then you must agree to not tamper with it, keep it updated and have my name on it as the author. If you wish to reproduce this guide for private use then it may not be edited or altered in any way. If I find that you have stolen my work expect legal action. ********************** 3. Version History ********************** Version 1.1 - 30/12/2005 - Released 1st Version ********************* 4. Wind ********************* Ahh, the wind, for me this is THE most annoying variable to compensate for. Not only because the strength of the wind changes, but also the direction. Please note that I did all of these tests whilst initiating the turbo spin command. This sends to ball higher (meaning more vulnerability to wind) and gives it backspin. To do this press up when setting the power and down when setting the accuracy, you also need PERFECT IMPACT. Although without backspin (but still perfect impact) the results should not be to far off, but a small difference can occur. If playing with an average spin character (around C-D) and the wind is active you should be aiming around 1 mile per square (on the green) when it is coming in from the side. From my testing the club you are using does not really make a difference to the result. Now for an example, if I am pitching from about 149 yards with a 6 iron of 152 yards and the wind it coming in at 4 miles from the west then I would zoom in on the green (triangle), then move the arrow across 4 squares to the left. However, when the wind is directly against you hit at around 1.3-4 yards per mile more. Likewise if the wind is with you hit at around 1.3-4 yards less. For example, if I am around 128 yards from the hole with the wind at 9 miles against me then I would have to hit 11.7 yards harder 9 (miles) x 1.3 (ratio). This means that instead of 128 I need around 140-142 yeards of club. Now if the wind is on an angle then you have to do a little bit more math. Lets say that I am 118 yards from the hole with a 113 yard 9 iron and the wind is 5 miles from the south west. In this case I would half the wind from the back and side. So instead of 5 squares left for 5 miles it is now 2.5 squares left. And instead of 6.5 yards less it is now 3.25 yards less (around abouts). Finally when it comes to pitches (under 60 yards) the wind has very little effect. When in pitching range you are looking to only slightly adjust for the wind. ********************** 5. Elevation ********************** Elevation is not really a big problem when it comes to Hot Shots Golf. 80% of the time it is too small to make a reasonable difference to the outcome of your shot. However, once it gets above the 8 yards range it needs to be dealt with. When it comes to shot adjustment and height you need to times the amount of vertical distance by .3. For example if I am 11 yards above the hole I would hit 3 yards less (11 x .3 = 3.3). It is the same whether you are above or below the hole. To make it easier to calculate the distance just divide the yardage by about a third. Again, I was hitting with turbo spin. ******************* 6. Spin/Roll ******************* Spin is a great part of HSG. Firstly it can almost guarantee a hole in if the ball touches the flag. Also because it takes away to neusance of rolls along the green (ever hit a great shot and seen it roll off the back in the water?). The great thing about spin is that it does not need to be compensated for. Thats right, you do not actually have to hit the ball a little bit harder to allow for spin. I tested this myself. I was about 90y away with a pitching wedge, no wind, on flat ground. I hit several shots at PERFECT distance with perfect impact and turbo spin. My clubs and ball were also turbo spin (S). To my surprise the ball landed at 94y then span back a bit below the hole, as it slanted backwards. I then hit some shots the same with ordinary spin (press down, red flames) and it was the same story. I then hit several normal shots with no spin at all and they all rolled up perfectly to the hole (bit short cause of the slope on the green towards from me). This explains so many people hit the ball short of the green when they approach with drivers. Its because the shot automatically accounts for the roll of the club. Which in the case of a driver, is very long and suseptible to slants in the green. So if the flag is at the front of the green the ball will almost never see it and get caught in the rought/sand in front. ********************* 7. Lie ********************* The lie of a ball can make a big difference to where it ends up, on the green or in the water. The ball can be slanting left, right up or down and must be compensated with to produce a good shot. The weather also effects the shot, on the bottom right hand side is a percent reading. A the tee with nice weather will produce a percentage of 97-100% this means the shot can come of at 100% with perfect distance or 97% with a bit less distance. Below is a reading of the different weather conditions and their effect on the hit %. Some may be a bit off. Heavy Rain Tee: 95-97% Fairway: 95-97% Rough: 80-97% Sand: 47-97% Green: 95% Soft Rain (Showers) Tee: 93-95% Fairway: 93-95% Rough: 78-95% Sand: 45-95% Green: 90% Sunny (and cloudy) Tee: 98-100% Fairway: 97-100% Rough: 84-100% Sand: 50-100% Green: 100% So you can see that in the sun your shot calculation is normal as 2-3% isnt really much. But in the heavy rain you will need to hit nearly every shot just that bit harder, especially on the green. A ball can also be on a slant. I cannot help with this part unless I actually take a pertractor to the TV screen. Its just a matter of trial and error. If the ball is rolling backwards then that means it is on an upwards slope, meaning you have to hit it harder as it will go up more instead of forward. When it is rolling foward you need to hit it softer as it will go lower and roll a little bit more. ********************* 8. Turbos ********************* Turbos are a unique part of HSG. Now, in the fourth installment we have a power shot and a "full shot". The power shot is pretty simple, no matter what your current distance is a power shot will increase it by ten yards. Unless you are close to the pin. In which case you can swtich between pitching modes. Or on the green, where you can switch between power modes. Power shots are not only great for getting extra distance on a long hole. But also for gaining distance between clubs once in range. If a hole is 150y away and the closest clubs you have are 140y and 156y then switch to the club that had 140 and power it up to 150. Then their is the matter of the FULL shot, which can be initiated by pressing square twice (it has a blue flame). From my tests the Full shot basically adds a further 5-15 yards on top of a power shot. For example I was hitting ball after ball with Layla equiped with Infinity clubs and standard balls. With a normal perfect impact shot I got around 260-70. Then with a power up I got around 270-80. Then with a full shot I got around 280-90, yards that is. ******************* 9. Putting ******************* Putting is one of those things that can be really difficult to begin with, but once you get the feel of it becomes much easier. Unfortunetly, I cannot begin to offer any advice on this subject as it would be much to difficult. Better results can only be acheived through practice. You will eventually learn how much angle and power is needed for each situation through many experiences. One thing I can say is to pay attention to what you caddy is saying, if he/she/ it says to hit it left then do it, if they say its downhill, hit it softer. Sure, you can see if its down hill or not but they offer reassurance in case you made a mistake. ********************* 10. Perfect Impact ********************* Perfect impact in my opinion is the most important part of HSG. Perfect impacts occur when the cursor hits the accuracy bar dead on, no deviation. If you are using a player with good impact and control then a perfect impact can be missed and the shot will still come out okay. However, if you miss is with a pro player with no impact stat, a bad shot will ensure. If you press the button to late, the ball will hook, press it to early and it will slice. When hitting approach shots with a low impact player a miss could be disasterous as the ball will deviate quite alot. Some people complain of simply not being able to get it dead on. Different things work for different people. When I am having trouble I sit at head height with the TV up close (not to close obviously). But some people like sitting further back, whatever works for you. It might also help to fix where you stare at when the cursor comes towards the impact zone. I usually stare at the stationary bar until I see the cursor go right over it. But again, some people stare only at the moving cursor until it hits the impact zone. Its up to you. Their is also something called super perfect impact. This occurs when the button is tapped with just the right force when the cursor is hits the impact zone (or downswing). This can be helpful as if you get it right the percentage will always be full. For example, if I am in the rough at 80-97% and get a super perfect impact the ball will come out at 97%. If done right a different sound can be heard, also a different note will appear. I have gotten either a clef or two joined eigth notes at the time of super perfect impact. An ordinary shot with perfect impact will produce a single eighth note and a slight miss will yield a "!" ************************ 11. Conclusion/Credits ************************ Well, thats it for me. I hope you found this guide somewhat useful in helping you improve your game. I am happy to reply to emails as long as they arent flames, constructive critisicm is fine, but please..not flames. This piece of work is by no meands bullet proof, their are errors but hopefully they are at a minimum. Just dont expect to be getting consitent hole in ones. Thanks to: GameFAQs for a great site Dad for buying me this PC Me for writting this whole damn thing. Questions, comments, suggestions? Send me an email at silverwing57@gmail.com