This information is for those running the "All Courses" (i.e. play all 108 holes of the Tournaments from new-game+) without using Metal Mario. This enables fair play among those using the Japanese cartridge since there is no Metal Mario, while also lending an alternate challenge for NTSC-U players. DK is often picked for this category due to his power, low shots, and quick animations between holes. He is my preference, so this guide pertains to his shots alone. Also, this is for standard right-handed DK, not Lefty (trajectory mirrored).
All information below assumes default club on Normal unless otherwise stated. Par 3s are not included, and all shots assume calm weather, so adapt accordingly. I offer alternate paths for some holes; this comes down to preference and weather RNG.
Terminology:
- Low shot - reducing loft and hangtime by holding the control stick upward during the swing.
- Draw - holding rightward on the control stick during the swing to curve the ball leftward (often used here to straighten and lengthen DK's shots).
- Fade - holding leftward on the control stick during the swing to curve the ball rightward.
- Impact Point - the red dot icon represented on the lower-right corner. Holding the control stick off center will move this dot and curve your shots in the opposite direction.
- Power - Press B to add 10% more distance and trajectory curvature; only six are available at the start of a course and are lost if shot is not double-frame-perfect.
- Traj (Trajectory) Line - The white outline that shows the initial direction the ball travels. This turns red if aimed at an obstacle. The ball will curve back toward the ground grid unless there is crosswind or Impact Point is altered.
- 3/4 (5/8, 70%, etc.) Shot - A lesser powered shot using reference marks on the meter to gauge distance. It is often wiser on some holes to play a quick, short drive to a comfortable region, leaving a longer second shot, e.g. Shy Guy Desert #10.
- Slice - Missing the sweet spot (the gray bar the timing of the shot starts/stops from) to the left/early. This loses some distance, some loft (in this game - erroneously), and curves the ball further right. This causes a duff if timed outside the red Impact Zone bar.
- Hook - Missing the sweet spot (the gray bar the timing of the shot starts/stops from) to the right/late. This loses some distance, gains slight loft (in this game - erroneously), and curves the ball further left. This causes a duff if timed outside the red Impact Zone bar.
Toad Highlands
- Low draw; conservative shot to front flags; strong shots to back flags
- Par 3; downhill. Use less power than yardage/weather indicates.
- Nudge left; Power low draw
- Power low draw; club up 1 for second shot
- Low fade with 1f slice (low PW or 9I to Green unless weather is horrible)
- Par 3; downhill. Use less power; try to avoid mounds and center slope.
- Low with 1f slice (9I to Green)
- Low w/ Power (for 2nd shot, aim right and add draw or club up/Power and add a 1f slice to compensate for left-Lie)
- (a) ~70% (2f short of 3/4 mark) low shot, leaving a 3I/4I to cup but pretty flat Lie (b) Aim right to roughline, low fade (club up to 5I from Rough to Green) (c) Power low fade (DO NOT use for rain or left-/head-winds)
- 4w Power; traj line aligned with pin icon; draw and 1 mark short of full power
- Power low draw (nudge aim left closer to tree if proximity to Green is important to you)
- (a) Power low fade (b) Aim to pin icon; low 3/4 shot
- Par 3; uphill. Club up 1 or use more power than distance/weather indicates.
- Aim right so traj line aligns with pin icon; Power low draw
- Aim left to treeline; low draw
- (a) Power low fade (needs good weather; probably best overall two-shot); 7I to green (b) Low fade 1-2 marks past 3/4 power; aim right with draw for second shot to avoid trees
- Par 3; uphill. Club up 1 or use more power. Top-ball not recommended unless headwind.
- Low shot; add slight draw to taste (especially if you prefer landing in the left side Rough)
Koopa Park
- (a) Low fade (70-85 bunker) (b) Power low shot (c) ~70% (1-2f short of 3/4 mark) low shot
- Aim right to distant green shell; low power shot with slight draw
- (a) Aim right to distant red shell; power low draw (b) Aim right to distant green shell; power low fade
- Par 3; uphill. Club up as necessary.
- 1-2f short low shot
- Power low shot
- Power low shot
- Par 3; uphill. Ensure the ball carries sufficiently.
- (a) Aim right to distant treeline; power low shot (add slight draw if you desire) (b) Low draw (50-70 bunker with suboptimal angle - risky); 6I for second shot
- Aim left until traj line aligns with pin icon; Power low draw
- 3/4 low shot with 1f slice; conservative shot to front flags; strong shots to back flags
- Aim left between tree and distant mansion; power low draw
- Par 3; slightly downhill. Almost neutral power despite being slightly downhill.
- (a) Low fade (b) Power low draw
- (a) 3/4 low fade (b) Low power shot with slight fade
- Par 3; downhill. Beware the mounds; this is a tricky one.
- Aim right until traj line aligns with pin icon; power 2f short of full
- Low fade (add 1f slice to taste); usually need to add fade to second shot
Shy Guy Desert
1 - Nudge aim left; power low draw 3 - Nudge aim right to center of cacti; Power low shot 4 - (a) 3/4 low shot (b) Power low draw 5 - Aim right to rightmost mountain; power low shot 6 - (a) 3/4 low shot (b) Aim right to cactus line, power low shot 8 - (a) Low fade (b) Aim right until traj line aligns with pin icon; power low shot 9 - Power low draw (gently curl thumb left to slightly reduce draw); slight fade to green 10 - (a) Aim right until traj line aligns with pin icon; ~70% low shot (b) Nudge aim right; power low shot (c) Low draw (1f hook may be added) 11 - (a) Low draw with 1f slice (b) Aim right until OB; power low draw 13 - Aim right to cluster of cacti; power low fade 14 - Aim left to pin icon; power low draw (not quite full draw) 16 - Aim right until traj line aligns with pin icon; power low draw 17 - Low shot 2-3f short of full 18 - Low shot with 1f slice
Yoshi's Island
1 - Power low shot 2 - Aim right toward bunker; low shot 4 - Aim right until traj line aligns with pin icon; power low shot 5 - Aim right to pin icon; low draw 7 - (a) Low fade 1-2f past 3/4 mark (b) Aim left to pin icon; power low draw 8 - Power low shot 9 - Aim right until traj line aligns with pin icon; power low draw 10 - (a) Aim right to pair of trees; power low shot (b) Power draw (slightly low; too low tends to make the second shot awkward) 11 - Aim right to the grapes in the background; power low shot 13 - Nudge aim right; power draw 14 - Nudge aim left; low draw 16 - Low fade 17 - Aim right to pin icon; power shot 18 - (a) Aim right until traj line goes through gap in the mountains; draw with 1f hook (b) Aim right until traj line touches tree; power draw
Boo Valley
1 - (a) 3/4 low shot with 1f slice (b) Low shot with 1f slice (c) Power low shot with 1f slice 2 - Low fade with 1f slice 3 - (a) ~70% (1-2f short of 3/4 mark) low shot (b) Aim left until traj line aligns with pin icon; 3/4 low draw 5 - (a) 3/4 low shot (b) Aim left of mushroom cluster (or until not OB), low shot (add slight draw to taste) 6 - Low shot 2-3f short of full power 7 - (a) Low shot 4f short of full power (b) Aim left until traj line aligns with pin icon; low draw (1f may be taken off for greater distance margin) 9 - (a) 3/4 low shot (b) Low shot with slight draw 10 - (a) Aim left to leftmost mushroom of triplet; low shot (b) Aim left to central mushroom of triplet (or until not OB), power low draw 11 - Low fade (use power if desired) 13 - (a) 3/4 low shot (add fade for the second shot) (b) Aim left until pink-top hill; low draw 14 - (a) Aim left until traj line aligns with pin icon; low shot (b) 5/8 low fade 16 - (a) Aim right to central green mushroom on right hill; power low shot (b) 3/4 low shot with 1f slice or slight fade 17 - Aim right to blue-top hill; power low fade 18 - Power low draw
Mario's Star
1 - Aim left until traj line aligns with pin icon; low draw 2f short of full power 2 - Aim right until traj line aligns with pin icon; power low shot 3 - (a) Low shot with slight draw and 3-4f short of full power (b) Aim left until traj line aligns with pin icon; low draw 4f short of full power (c) Aim left to pin icon; power low shot 5 - (a) 3/4 low fade (b) Aim right to pin icon; low draw 4-5f short of full power (full power for a rough dump) (c) Aim right to pin icon; power low shot to deep rough (6I to Green) 7 - Aim left until traj line aligns with pin icon; power low draw 8 - Aim left until traj line aligns with pin icon; power low draw 9 - (a) Aim right until traj line aligns with pin icon; low draw (b) ~70% (1-2f short of 3/4 mark) low shot (c) Power low draw with 1f hook (bunker dump; awkward shot to Green) 10 - (a) Aim left to pin icon; low draw (hopefully you land in Rough) (b) Aim left until traj line aligns with pin icon; power low draw 11 - Low draw 1-2f past 3/4 mark 13 - Low shot 14 - Power low draw 15 - Aim left until traj line aligns with pin icon; power low draw 17 - (a) Aim left to bob-omb's foot; power low draw (b) 5/8 shot 18 - Low shot