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Guide and Walkthrough by CWall

Version: 1.6 | Updated: 11/08/2005

==============================================================================

                             KIRBY'S DREAM COURSE
                                For Super NES

==============================================================================

                      FAQ/Walkthrough by Christian Wall
                         Version 1.6 (Nov 8, 2005)
                           cwall_85(at)hotmail.com
                          http://home.swipnet.se/cpg
                      Copyright (c) 2005 Christian Wall

==============================================================================

                              TABLE OF CONTENTS

==============================================================================

                              1. INTRODUCTION
                              2. BASICS, ETC.
                              3. NORMAL COURSES
                              4. EXTRA COURSES
                              5. SPECIAL ABILITIES
                              6. OBJECTS
                              7. ENEMIES
                              8. SECRETS
                              9. ABOUT THE FAQ

To reach anything remotely fast in this FAQ, press CTRL F to use the search 
engine. Write the number and name of the topic you want to reach in the search
box and you'll be there in a jiffy. If you want to reach the strategy of a 
specific hole, write for example: HOLE 2-5 if you want to reach the fifth hole
on the second course. If you want to reach the same hole, but the extra course
counterpart, write: HOLE E-2-5. Simple! Be sure to know about the in-game
terminology before using the FAQ. That info can be found at several places in
the FAQ and in the Demo Play of the actual game.

==============================================================================

                               1. INTRODUCTION

==============================================================================

Welcome to one of the few Kirby's Dream Course FAQs on the net. This is a very
complete FAQ which will lead you to a gold medal on all courses in the game,
including the extra courses. I don't think there is another FAQ with this 
information on the net, at least not today. That makes me a little proud. ^_^
You also find some other information like power diagrams, secrets and infor-
mation about some game features. Dream Course is a very innovative golf game,
which I've enjoyed to a high degree. On over 100+ imaginatively designed 
courses, you are to defeat enemies using Kirby as a ball, and in the end sink
him in an ordinary golf cup. You will also get to use a vast amount of special
abilities which have been featured in other Kirby games. 

Be warned though, Kirby's Dream Course is a very difficult game. Don't be 
fooled by the fact that Kirby games often are very easy and because of its 
cute appearance. Just finishing it is much more difficult than your average
Kirby game and getting gold medals will require several hours of your atten-
tion, believe me. I bought Dream Course about a year ago because I'm very much
fond of the Kirby series. You may find it weird that I love Kirby as a nine-
teen years old heterosexual man, but I'm a pretty weird guy, so you shouldn't
be surprised. Anyway, I probably fell for Dream Course because I really love 
the puzzle-like platform games. I usually only play these high-quality-real-
mainstream-smash-hit-titles like Mario, Zelda and Final Fantasy. But when it
comes to games like Super Monkey Ball and Kula World I seem to be a little 
different from the average gamer. I should play Lemmings, I bet I'd love it. 

Even though I own a legitimate copy of the game, I decided to write the FAQ
using a ROM. If you're aiming to get gold medals on all courses, then it's 
probably a good idea to download a ROM since you always can save states on 
the more recent emulators. Saving states at the beginning of each hole helps
a lot. For legal reason, I will under no circumstances supply you with a rom.
So don't e-mail me about it! Sorry about the long introduction and good luck 
with those gold medals. They are pretty.

==============================================================================

                                2. BASICS, ETC.

==============================================================================

Here I explain the basics of the game.
  - Quick Information
  - Controls
  - 1P Mode and basic shot guide
  - 2P Mode
  - Terminology
  - Power diagrams

The 1P Mode part is the basics part so to say. This information can also be
found in the in-game Demo Play where things are explained much better than 
here. Information about the 2P Mode can however not be found in the game. If
you want to play a two player game, read that section. The Terminology part 
explains difficult words used in the game and FAQ, and Power diagrams show how
far you get when you shoot. 

=================
Quick information
=================

System:                      Super NES
Publisher:                   Nintendo
Developer:                   HAL Laboratory
Origin:                      Japan
Players:                     1-2
Genre:                       Platform/Golf
Released:                    1995

Kirby's Dream Course is a very innovative type of golf game which mixes the 
elements of the Kirby series with the elements of golf. There are more than
a hundred different holes in the game where you are supposed to defeat enemies
with hard and loose shots, high and low shots, straight and spun shots. The
usual special abilities are also featured in this game which gives it even 
more depths.

========
Controls
========

A:         Fire the ball, give extra boost while bouncing
B:         Hold to set where on the ball to fire combined with the control pad
X:         Not used
Y:         Hold to scroll around the hole combined with the control pad
R:         Change direction by 45 degrees clockwise 
L:         Change direction by 45 degrees counter clockwise
Start:     Pause the game
Select:    Watch score boards
Right:     Change direction by one degree clockwise
Left:      Change direction by one degree counter clockwise
Up:        Set a fly shot
Down:      Set a grounder

============================
1P Mode and basic shot guide
============================

How the game is played
  When you first start the game and choose 1P Mode, you sign in as a new 
  member and you get to paint your symbol. Then you will get to the course 
  selection screen. There is a number of courses with eight holes in each. On
  each hole there are a number of enemies. When you've directed your ball, 
  Kirby, at all of the enemies except one, that last enemy will turn into a 
  cup. When you've sunk Kirby in that cup, you get to move on to the next 
  hole. When you've finished all eight holes on a course, you may be rewarded
  with a medal depending on how many shots you used. You cannot save your 
  progress while you're on a hole. The progress will be saved everytime you've
  cleared an entire course, though. If you choose to exit a course while play-
  ing or if you get Game Over, then you must play through the course again.

The guide and the shots
  When you begin playing, you will see a dotted line in front of Kirby. This
  is the guide and it points in the direction Kirby will be shot. Press down
  on the control pad to bring out the longer guide. The longer guide does not
  alter the shot in any way, its only purpose is for you to see the shot
  better. If the dotted line, the guide, runs along the ground, you have set
  a "grounder". This means that Kirby will be fired along the ground. Press
  up on the control pad and the dotted line will be different. Now you've set
  a "fly shot". When you fire Kirby, he will bounce along the guide. Fly shots
  are great for clearing chasms and other traps.

The power meter
  When you decide to fire Kirby, a power meter will show up. The higher the
  meter is, the power will be used. If the meter gets completely filled up, 
  it will turn pink and you will have performed a super shot. If you have
  set a fly shot, Kirby will follow the guide exactly if you managed to per-
  form a super shot. Further down the FAQ, you'll found some power diagrams
  which shows you how much power you need.

Left/right spin
  Both grounders and fly shots can be spun either to the left or right. When 
  you prepare the shot, hold the B button and press left/right on the control
  pad. As you can see, the guide changes. If you perform a super shot, Kirby
  will follow the guide precisely. This is a great way to defeat enemies 
  which aren't lined up.

Top spin and back spin
  Top spin means that the ball will advance quickly once it has hit ground for
  the first time. For back spins it is the other way around. A heavily back
  spun ball will go back towards its initial position. Only fly shots can get
  top or back spun. Set a fly shot and then hold B. Press up/down on the 
  control pad to set how strong you want the spin to be. Up equals top spin 
  and down equals back spin. You will see the guide changing depending on how
  much you spin the ball. When you're ready, press A and you will see a cursor
  going up and down on the ball. Press A when the cursor meet another cursor 
  to make the ball go as the guide showed you. Top spins are great if you want
  the ball to go far or if you want to get up hills or over water. Back spins
  are sometimes even better, but for various situations. A good pointer for 
  using back spin is the following. If you must use a fly shot to hit a cup,
  set a moderate back spin (press down three times). Fire the shot with 
  slightly less power than you actually need and the ball will calmly bounce
  down the cup. Use this often.

Boost
  You may think that you can't affect the ball once you've fired it, but that
  is wrong. If you press the A button at the right moments, the ball will get
  an extra boost and go farther. This doesn't work all the time. Try pressing
  the A button when Kirby bounces to the ground or when he bounces into an
  edge. Heed my warning though, Kirby's course may be altered this way. 
  Boosting also seems to work if you need to get down from a cliff or into a
  cup. It gives you that extra millimetre of distance.

Tomatoes and lives
  Everytime you start the game you have four tomatoes and two lives. These
  are always visible at the bottom-right corner of the screen. Every time you
  fire Kirby, you lose a tomato. You also lose a tomato if Kirby gets hurt.
  You get a tomato everytime you hit an enemy or drop down a cup, though. If
  you lose all tomatoes or fall off the course hole, then you lose a life. 
  Additional lives can only be received when you score a hole-in-one (you 
  clear holes by only using one shot). If you lose all lives you get Game Over
  and then you must restart the course you were on. Just make sure to hit at
  least one enemy for every shot and everything should go just smoothly.

Objects
  Everything on the holes that are not Kirby or enemies are called objects.
  Be sure to learn what kind of effect all these traps and panels do. You can
  read about them in a special section of this FAQ.

Special abilities
  There are ten special abilities in Kirby's Dream Course. You get them if you
  defeat certain enemies. You lose an ability if you lose a life, get another
  ability or finish an entire course. Further down in the FAQ, I present all 
  of the abilities and on which holes you find them. Be sure to check out the
  in-game Demo Play to see amusing tutorials about them. 

=======
2P Mode
=======

Explaining the 2P Mode might be a good idea. One may think that I should make
a FAQ for all of those courses as well, but I won't. It seems pretty point-
less since you must compete against another human player. There are no medals
and you cannot get Game Over. No hole is difficult to reach either so you just
have to settle with my explaining the basics here. You might get some pointers
out of it as well. The shots and most things are common between the 1P and 2P
games so read the above section first if you aren't familiar with it yet. 2P
mode will not be explained at all in the Demo Play so be sure to read the text
below.

How the game is played
  When you've chosen 2P mode you get to the course selection screen. Here you
  get to choose between four different courses with eight holes in each and
  when you've chosen your course you get to the Handicap screen (read more
  below). When handicap is set you get to the first hole. The game is played
  similarly to the 1P-game, but there are some differences to balance out the
  competition factor. You and your opponent take turns in shooting. When you
  have shot all of the enemies except one, that one will be turned into a cup.
  When either of you have dropped yourself into the cup, you will both move on
  to the next hole. The one who sunk his ball will get to shoot first on the 
  following hole. Star points are calculated throughout the game (read more
  below) and the one with most star points when all eight holes are played,
  will be the winner. Ties may occur. There after, you will return to the 
  course selection screen and you will get the chance to play another one. No
  progress will be saved and you don't need to have a member file to be able 
  to play this. The 1P and 2P modes does not interact with each other and 
  nothing can be unlocked by playing the 2P mode.
  
Handicap
  When you've chosen a course, you'll get to the handicap screen. First you
  and your mate will determine who gets to shoot first. The one with highest
  number on the dice will get the privilege. Then you and he/she will get to
  set handicap. This is great if one of you is superior to the other. By set-
  ting a good handicap you can get rather even matches. By setting the markers
  far to the left it will be easy for that person and vice versa. If both of
  you are inexperienced set everything farthest to the left. That is how it
  works in the 1P mode. The different handicap factors are the following:
    Shot Power: How far the ball will go with a certain amount of power. A
                player with the shot power set to easy will make his ball go
                much farther than a player with shot power set to hard.
    Guide Length: The length of the dotted line in front of Kirby. This only
                  goes for firing fly shots. If a player has guide length set
                  to hard he will, on the guide, only see where Kirby's first
                  impact point will be. He'll have to calculate the rest of
                  them by himself. A player with easy will see many of the 
                  impact points and can with relative ease make successful 
                  spins. Only very experienced players should set it to hard.
    Marker Speed: When firing fly shots, a marker will move over the ball just
                  before you fire. Those who set marker speed to easy, will
                  have a slow going marker, while the ones who prefers hard 
                  will have a marker which has gone completely bananas.

How star points are accumulated
  As I said before, the player with the most amount of star points will win.
  In the upper part of the screen you will see how many star points you've
  accumulated on the hole and the lower part of the screen you'll see how many
  you've gathered on the course so far. When you hit an enemy it will turn 
  into a star in the same colour as your Kirby and you will have received a
  star point. However, if your opponent rolls through the star you collected,
  it will change colour and he will have stolen it. By rolling through the 
  star again, you can just as easy steal it back. 

  When all enemies are defeated, the cup will appear just as it does in the 1P
  mode, but something will be different. Two silver stars will be hovering
  above it. if you touch the silver stars you will get two star points, even
  if you don't roll down the cup. If your opponent rolls down the cup he will
  of course have stolen the stars from you and your chances of getting them
  back are gone because you will move on to the next hole. Your star points
  will then be added to your total scores and there's nothing you can do about
  it. This star points system creates a very weird balance in the competition.
  You must try to get as many enemies as possible, but you must make sure that
  your opponent doesn't steal them from you. If he does, then you might want
  to take them back, but during the time your opponent might be heading to-
  wards the cup to conclude the hole and become a winner. Always check your
  and your opponent's scores and plan ahead all the time. You should always 
  try to sink your Kirby in the cup because that will give you two stars and
  the privilege to begin on the next hole. Be smart and ruthless.

Energy and penalty
  The tomato system from the 1P game is different. There are no lives at all
  so you can't get Game Over. Instead you have an energy meter with six units.
  You lose a unit every time you fire a shot, but you get one back for every
  enemy you hit. Not if you steal stars though. If you fall off the course
  hole, then you will lose several units. If you lose all units you will get
  a penalty next time it's your turn. Kirby will fall asleep and thus your
  opponent gets to fire two shots in a row. Avoid this because your opponent
  has a great chance to steal many stars and sink his Kirby. On the following
  turn, your energy will be replenished by four units. The same goes if you
  have no energy when your opponent sinks his Kirby. Units are also lost if 
  you and your opponents crashes into each other.

Abilities, enemies and objects
  You get to use abilities in the 2P mode as well. They work just like in the
  1P mode, but there is one extra ability enemy. If you hit it, it gives you
  a random ability and it cannot be found at all in the 1P mode. Abilities can
  be used to injure each other and push each other down chasms. Be mean! If 
  you fire your Kirby at your opponent's Kirby, you will steal his ability, 
  but he will get yours in return. You will also push him, so be sure of what
  you're doing before you try something like that. You might push him into 
  stars or enemies. There is also a special panel in the 2P mode which doesn't
  exist in 1P. It looks like a sun or a moon and if you hit it, you and your 
  opponent's star points will be swapped. Only the points you have accumulated
  on the hole so far though. This means that if there is such a panel on the 
  hole you're on, you can wait until your opponent has gathered all enemies 
  and opened the cup. Then you can roll over the panel and down cup to steal
  all of his stars and all his hard work will be in vain. >)

Extra courses
  There are one exception when it comes to the 1P and 2P mode never inter-
  racting and that is extra courses. The extra courses of 2P mode are unlocked
  at the same time as you unlock the ones in 1P mode. You must get at least a
  bronze medal on all courses in 1P mode to unlock these. Once they are un-
  locked you choose extra courses from the title screen. Extra courses are 
  just like the normal ones, but the enemies are different and positioned 
  differently. You cannot unlock these by only playing 2P mode.

===========
Terminology
===========

There is a certain terminology in Kirby's Dream Course you know before using 
the walkthrough parts. Here's a summary. This information can also, more or
less, be found in the in-game Demo Play, chosen from the title menu.

Course     - There are eight courses in the game and all of them contain eight 
             holes. 
Hole       - There are eight holes in each course.
Guide      - The dotted line in front of Kirby. Kirby will follow this line 
             exactly if you perform a super shot. 
Grounder   - A shot which follows the ground. Just press down on the control 
             pad if you want to do this shot.
Fly shot   - A shot which flies and bounces. Just press up on the control pad 
             if you want to do this shot. Press A and you will see a cursor
             move up and down. Stop in the centre to shoot a natural shot. 
             If you stop it above or below the centre you will perform a top
             spin respectively a back spin. Read more about them below.
Super shot - If you shoot with 100% power so the power meter turns pink, then
             you perform a perfect super shot. If you manage to do this, your
             ball will follow the guide exactly.
Left spin  - Hold B and press left to bend the guide in that direction. The
             ball will follow the guide when you fire it. If you made a super
             shot the ball will follow the guide exactly. 
Right spin - Just as above, but the ball will bend to the right.
Top spin   - This only works when you set a fly shot. Hold B and press up
             and you will see the guide change. The impact points will move
             away from you. When you are about to shoot the ball, you will
             see the same panel. Press A when the cursor moves over the marked
             area or the spin will be different from the guide. Top spins are
             good if you want the ball to get far or if you want to jump on
             water. If you want to jump on water, be sure to set max top spin.
Back spin  - It works as above but you hold B and press down. Then the ball
             will not move as far. With a maximum back spin, the ball will
             move backwards after the first impact point. Learn this one.
Power meter- A gauge which determines the power of your shot. The higher it
             gets the more powerful the shot gets. Stop it with the A button.
Cup        - When you've hit all enemies but one, the last one will turn into
             a cup. Sink Kirby down the cup to move on to the next hole.

==============
Power diagrams
==============

These are power diagrams which shows you how much power you need to get over
a certain amount of squares. All holes are filled with squares on the ground.
I use these as references. The left part of the diagrams are the power meter.
The bottom part is amount squares. The first diagram is for the grounder and
the second for the fly shot. All of the tests have been carried out on flat
ground with neutral spin. The purpose of the diagrams is for you to know how
much power is needed to sink a ball into a cup.

Power          (Grounder, neutral spin, neutral ground level)
    ^
100 (super shot)                                            .
 99_|                                                   .
    |                                                 .
    |                                               .
    |                                             .
    |                                           .  
    |                                         .
 75_|                                       .
    |                                    .
    |                                 .
    |                              .
    |                           .
    |                         .
 50_|                      .
    |                    .
    |                 .
    |               .
    |             .
    |          . 
 25_|       .
    |     .
    |   .
    |  .  
    | .
    |.
  0_|_______________________________________________________________>Squares
      | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 
              5         10        15        20        25        30

Power          (Fly Shot, neutral spin, neutral ground level)

100_|             .            .
    |             .           .
    |            .           .
    |            .          .   
    |            .          .
    |           .          .
 75_|           .         .              The left dot symbolises where the 
    |          .         .               the ball first make contact with the
    |         .          .               ground. The right dot where the ball
    |         .         .                stops.
    |        .         .
    |        .        .
 50_|       .        .
    |       .       .
    |      .       . 
    |      .      .
    |      .      .
    |     .      .
 25_|     .     .
    |    .     .
    |    .     .
    |   .     .
    |   .    .
    |  .    .
  0_|_______________________________________________________________>Squares
      | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
              5         10        15        20        25        30

==============================================================================

                              3. NORMAL COURSES

==============================================================================

This is the guide for all of the normal courses. My intention is to lead you
to a gold medal on all courses. I've give you strategies so you can clear 
holes with as few shots as possible to my knowledge. You are of course wel-
come to contact me if you know of strategies to get lower scores. If the 
strategy I give you for a hole-in-one is too risky, I will also give you anot-
her one. Although, most strategies can be used even if you don't aim for any
medal at all. You will also find the medal requirements and how many shots I
recommend you to use on all holes. Those recommendations are very approx-
imative and should only be used as guide lines. Also, I always try to write
if you should use a grounder or a fly shot. If I don't, then it's always a 
grounder. The same with boosting with the A button. If I don't say so, don't
do it, just as you should not alter your angle if I don't tell you to.

Do remember, although I try to be help you as much as I could, getting gold
medals is very, very difficult. It requires extreme timing and sometimes even
luck. Even though you have my strategies, you must practice a lot. Using an
emulator will help since you can save states in the beginning of every hole 
and try until you get it right. Oh, and you better familiarise with the game
terminology. I explain all funny words I use in the FAQ below. All of these
terms can be found in the "Demo Play" of the game. I really recommend you to
try that before playing the game. 

Course     - There are eight courses in the game and all of them contain eight 
             holes. 
Hole       - There are eight holes in each course.
Guide      - The dotted line in front of Kirby. Kirby will follow this line 
             exactly if you perform a super shot. 
Grounder   - A shot which follows the ground. Just press down on the control 
             pad if you want to do this shot.
Fly shot   - A shot which flies and bounces. Just press up on the control pad 
             if you want to do this shot. Press A and you will see a cursor
             move up and down. Stop in the centre to shoot a natural shot. 
             If you stop it above or below the centre you will perform a top
             spin respectively a back spin. Read more about them below.
Super shot - If you shoot with 100% power so the power meter turns pink, then
             you perform a perfect super shot. If you manage to do this, your
             ball will follow the guide exactly.
Left spin  - Hold B and press left to bend the guide in that direction. The
             ball will follow the guide when you fire it. If you made a super
             shot the ball will follow the guide exactly. 
Right spin - Just as above, but the ball will bend to the right.
Top spin   - This only works when you set a fly shot. Hold B and press up
             and you will see the guide change. The impact points will move
             away from you. When you are about to shoot the ball, you will
             see the same panel. Press A when the cursor moves over the marked
             area or the spin will be different from the guide. Top spins are
             good if you want the ball to get far or if you want to jump on
             water. If you want to jump on water, be sure to set max top spin.
Back spin  - It works as above but you hold B and press down. Then the ball
             will not move as far. With a maximum back spin, the ball will
             move backwards after the first impact point. Learn this one.
Power meter- A gauge which determines the power of your shot. The higher it
             gets the more powerful the shot gets. Stop it with the A button.
Cup        - When you've hit all enemies but one, the last one will turn into
             a cup. Sink Kirby down the cup to move on to the next hole.

========
COURSE 1
========

Gold: 8-14                  Silver: 15-19               Bronze: 20-26
  1: 1    5: 1                1: 1-2  5: 1-2              1: 2-3  5: 2-3
  2: 1-2  6: 1-2              2: 2-3  6: 2                2: 2-3  6: 2-3
  3: 1-2  7: 1                3: 3    7: 1-2              3: 3    7: 2-3
  4: 1-3  8: 1-3              4: 3    8: 3-4              4: 3    8: 4-5

HOLE 1-1

The very first hole in the game is actually rather easy to get a hole-in-one
on. From the initial position, press L twice to aim at the northern most
enemy. Do an ordinary grounder with a tad less than 75% power. It is defini-
tely recommended that you score a hole-in-one here if you want that gold.

HOLE 1-2

The second hole is not that hard to hole-in-one either. Especially not if you
play on an emulator. First press L three times and then right on the control 
pad three times as well. You will be aiming into a wall. Set a grounder and 
use 99% power. You are not supposed to get a super shot (the power meter be-
comes pink), but almost. If you've managed to do this exactly, Kirby should 
hit the northern most enemy first, roll past the cup and then roll down to it
again. If you don't hit a hole-in-one it's not that bad. Remember, don't press
A anywhere on this hole, if you use my strategy. There is of course another 
method to beat this hole, but that won't give you no hole-in-one. To use the
other strategy, you should just aim at the first arrow with full power and the
rest will unfold itself for you.

HOLE 1-3

Press down on the control pad to get the longer guide. Aim a grounder towards
the hopping enemy with a cape. Use 90-99% of power, making sure you don't use
a super shot. You will then hit the hopping enemy and the one below the hill.
For the second shot, it's just to shoot the ball into the cup. The power de-
pends on where the ball has landed, but it should be enough with a 30-40%
grounder. Remember to not press A during the first shot because of the OB 
(falling off the stage) risk. Two shots are recommended for this one, but a
hole-in-one is possible. The caped enemy gave you the jump ability and you 
will keep it until you lose a life or get another special ability. Press B to
jump real high.

Recently I've received information about how to hole-in-one this hole from
reader SimonC. Although I've typed up the strategy below in my own words, the
strategy is almost entirely his. It's extremely difficult but works exactly
like he has stated. First you press R once and right on the control pad seven
times. Then you hold the B button and press right three times to create a 
moderate spin. You are to fire when the power bar is positioned exactly three
bars from full. This equals just between full and 75%. When fired, Kirby will
go through the hi-jump enemy and bump into the wall. As you hit the ground 
first time after bouncing into the wall, press A to get a boost. If performed
correctly, you will hit the next enemy. Then you will bounce into a green edge
and as you do, you press A to get another boost. You are not to boost any 
other times than these. Your speed to reach the cup will not be sufficient, so
therefore you should use your hi-jump ability to jump straight into the cup.
Activate the ability when there are two squares between Kirby and the green
edge, but I believe it's best to experiment to reach the best result. A big
thank you to SimonC for this strategy. Big thanks also go to readers Genis 
Irving, Richard Myrick and Nall Ruby who have also suggested methods for 
getting a hole-in-one here. Although a little different, they are all similar.
The reason why I used SimonC's was because I got his strategy first and the
very thorough way he descirbed it in.

HOLE 1-4

Four enemies and all of them should be cleared in two shots if you ask me. You
should begin by aiming at the first guy with exactly 50% of power. If you did
this correctly Kirby should warp on the blue panel and stop almost exactly at
the same spot as the second enemy. From there you should perform the second 
shot towards the two remaining enemies with a tad less than 50% power. That's
two shots and if it were to be three, don't go hang yourself. ^_^

Okay, so I've found out from readers Genis Irving, SimonC and Nall Ruby that
a hole-in-one is pretty darn easy on this hole too. *Sigh*, I should've seen
that. I use Nall Ruby's strategy, though. Note that you must bring the hi-
jump ability from the previous hole for this strategy to work. Press R twice
to aim into a wall and then fire a grounder with 50-75% of power. You will
hit the first enemy and then head right into a tree. Activate the hi-jump
ability when there is one square between you and the three. You will then head
for the rest of the enemies. Be sure to hit the A button every time you bounce
to actually get enough power to reach the cup. Thank you, all of you, for dis-
covering my lameness!

HOLE 1-5

Here you have an extremely easy hole-in-one. At your initial position you're 
aiming towards the first enemy. Load a grounder at around 75% of power towards
it. You will run through it, hit an arrow panel and get back to the start 
panel. When you roll over the centre of the start panel, press B to use your
jump ability. You will then bounce to the next enemy and, with an at least 95%
probability, bounce straight down the cup for a hole-in-one. I can't stress 
it enough - don't hit the A button.

HOLE 1-6

Another easy hole-in-one which is very much dependent on your skill. Shoot the
ball with around 75% of power from the initial position. You will run over 
the two first enemies of which one gives you the parasol ability. The arrows
will lead you off the upper path down to the cup. You should press B to use
your parasol while you're falling. By pressing left and right on the control
pad you will be able to control Kirby while slowly falling. Fall in a circular
motion towards the cup and you'll have a great chance of scoring the hole-in-
one. It takes some practice to be able to control the parasol ability, though,
and the probability is very high that you must use two shots for this hole on
your first tries.

If you want a hole-in-one on hole 1-8 you need to finish this hole with the
hi-jump ability and getting a hole-in-one in this way is very difficult. 
Thank you Stephen for this strategy. It's extremely difficult, so don't do it
unless you're off to perfect this game. From the initial position press R
once and right nine times. Set a fly shot and hold B as you press left six 
times and down four times. Fire a 75% powered ball and you'll hit the lower
head and then head into the warp. Now it gets tricky, really tricky. 

Now you will roll down a minor hill. Activate the hi jump ability when you're 
at the upper part of of the hill. You'll hopefully jump to the next head. 
Press A as you hit the head, don't press A on your second bounce and you will
bounce on the arrow panel for the third bounce. Press A as you hit the arrow
and then for every bounce there after to even have a remotely chance of 
scoring. Thanks Stephen!

HOLE 1-7

A super easy hole-in-one. From the initial position, set a fly shot by pres-
sing up on the control pad. Then set a full top spin by holding B and pressing
up all the way. Fire Kirby with 100% power or slightly less using that top
spin. You will hit the first enemy and bounce on the water towards the final
two. To reach the cup, you must press A every time you bounce towards it. If
you managed to perform the super shot, you don't have to press A just as fre-
quently. You really should get a hole-in-one here because it is that easy.

HOLE 1-8

Definitely the toughest hole on the first course. I have two strategies for
you, but let's begin with the good one. From the initial position, press L
twice and you will aim towards a panel with a water drop on it. Once you roll
on this thing, the lake will be drained. If you want to clear this hole with 
two shots, you must hit a grounder with absolute 100% power, a super shot in
other words. The ball will drain the lake, roll through the pit and hit one of
the enemies on the other side. The ball will attempt to go past the second
enemy, so use the parasol ability (you got on hole 6) when Kirby is positioned
two squares north-east of the second enemy. This will stop your fluffy friend.
If you didn't manage to score that super shot, then it will be close to impos-
sible to clear this hole in two shots. 

Did you get all that? You now have two enemies left. You should aim towards 
the closest enemy, towards south-west. Shoot a grounder with 75-100% in
that direction and you will then fly towards the cup. As you fall towards the
cup, you should use your parasol ability and then carefully float to the cup
using left/right on the control pad. It might be wise to use the parasol half-
way through the fall. Getting into the cup using the parasol might take some 
practice, but once you get a hang of it, it's not hard and should only take 
two shots. I have another strategy for you. It's safer, but it will surely 
take three-four shots. From the initial position, you are to first aim to-
wards the warp with a 100% grounder shot. You will warp to the enemy on the 
lower level, bounce into Whispy and get back into the warp. From there you 
should aim towards the water panel with another 100% grounder shot and also 
use the A button to bounce in the drained pit. There after, it is just to 
shoot yourself on the last enemies and cup.

Okay, so there is a way to get a hole-in-one on this hole, though it's almost
impossible. Thanks Stephen for forcing me into this. ;) However, this means
that it's possible to score a hole-in-one on every hole on the first course!
You need the hi-jump ability from hole 1-6. Now, I had to adjust Stephen's
strategy to make it work for me, but I'll give you his figures as well so you
can try what works best for you. 

From the initial position, press L twice and right five times (Stephen: six 
times). Fire the ball with a full power meter, but NOT a super shot. The water
will be drained and you should hit A as you bounce the first time in the lake.
The ball travel up the lake and the hill and then hopefully (but not probably)
hit both head enemies. You are to activate the hi-jump ability just after 
(Stephen: a nano sekund before) hitting the second head and you'll hopefully 
get down the cup and the pit. After that it's just to use the A button to get
down the cup. Can't give you any pointers. Use the force! Though Stephen says 
to hit A on your first bounce and then just watch to ball roll down. 
Good luck!

========
COURSE 2
========

Gold: 8-14                  Silver: 15-19               Bronze: 20-26
  1: 1    5: 2-3              1: 1    5: 3-4              1: 2    5: 3-4
  2: 2-3  6: 1-2              2: 3-4  6: 2                2: 3-4  6: 2-3
  3: 1    7: 1                3: 1-2  7: 1-2              3: 2-3  7: 2-3
  4: 1-2  8: 1-2              4: 1-2  8: 1-2              4: 2-3  8: 2-3 

HOLE 2-1

A very easy hole-in-one will kick off this course. Press up on the control pad
to activate a fly shot. Then it is just to fire with 75-90% power and you will
hit the first two enemies. To safely bounce down the cup, you must press A
every time you touch the ground to get extra boost. Less power means that you
have to press A more frequently, but remember that you should only do it when
you touch the ground. It's safest to shoot the ball with just above 75% power
and remember: the ball should not be spun.

HOLE 2-2

We'll aim for two shots on this hole, but the probability is high that you'll
end up with three. Read carefully so that you get everything right - it is 
complicated! The objective for the first shot is to take out the Sparky enemy
and to land below or just south-west of the pumpkin enemy. Let's begin. Don't
move from the initial position, just prepare a grounder. Get exactly 75% power
and you'll break the Sparky enemy. Press B when you're just about to smash
into a tree and you will instead break it and continue down the hill. As I
said, you'll lie below the pumpkin for the second shot.

If you lie below the pumpkin or slightly to the south-west of it, then you 
have a good chance at sinking this hole in two shots. Prepare a fly shot to 
the north-east and you will aim at the enemy with a hood (Poppy Bros). Hold B
and press down at the control pad to prepare a back spin. You will see the 
guide change and the impact points with it. You should alter the back spin so
that the second impact point appears on the same level as you are currently 
standing on. You better read that sentence again. To see where the second im-
pact point appear, hold the Y button. When you've altered the back spin enough 
fire the ball with 99-100% power. DO NOT press A on the first impact point, 
but DO it for the rest of them until the ball rolls down the cup.

If you appeared to the north-east of the pumpkin after the first shot, you
must approach this a little differently. When you are about to begin the sec-
ond shot, aim to the south-west and towards the enemy with a broom instead.
Prepare a fly shot with a full back spin and fire with 99-100% power. You will
first hit the pumpkin, land on the broom guy and continue backwards. If you
press A every time you bounce you may be lucky and bounce down the cup which
previously were the hooded enemy. If you miss that shot and have to shoot a 
third time to get up the hill (use a 50% powered grounder).

HOLE 2-3

After rain the sun is bound to shine, right? This hole is a real hole-in-oner.
Press R three times and you will be aiming towards a switch panel (if you hit
it, the squares will stop spinning). If you get a super shot grounder, you
will with a 100% probability get a hole-in-one. That's just the way it is. If
the meter isn't purple when you fire, you won't get it. But there is one other
way. If you get slightly less than a super shot, you should try to press A as
you bounce at the edges. If the timing is right you will get a slight speed
boost, but be careful because the boost might make you overshoot the goal. 
Don't bounce against all three edges if you just barely missed the super shot.

HOLE 2-4

This is really easy if you use the A button properly. See the cloud guy with
the nasty lighting attack? That's Kracko and he'll be bothering you a lot 
throughout the game. Prepare a grounder with 90-99% power without altering the
initial position at all. Just before you pass below Kracko, press B to use 
that spark ability you claimed at the second hole and you will be safe from 
lightning. Thus you will continue down to the ground and run over a wheel 
enemy. You will get his power to, so press B before you stop and you will rush
forward in intense speed. You will actually run over two enemies in the pro-
cess and expose the cup. An edge will stop you and then you will bounce to-
wards the cup. Press A everytime you bounce and you have a very good chance 
at scoring a hole-in-one.

HOLE 2-5

I hate this hole. Sand bunkers! And water! I mostly get three shots on this
hole, but I've come up with a strategy (a pretty good one) that will give it 
to you in two shots. It's complicated so read carefully. I will of course also
present the ordinary strategy for you. Okay, to clear the hole in two shots,
begin by pressing L two times and then left on the control pad twenty-two (22)
times. It must be exact. You must also have the wheel ability from the prev-
ious hole. You will be aiming into a corner of an edge. Shoot the ball with 
75-100% power and when it has bounced into the edge, activate the wheel abil-
ity with the B button.

Kirby will then drive over the lake and take out the broom enemy. He will
continue over a hill, bounce into an edge and then roll down to take out ano-
ther enemy. Now it's time for the second shot, but it requires some prepar-
ation. You must know that you can't shoot successful grounders on the sand. 
The ball will get stuck. There are two enemies left and they are not exactly 
lined up for you. If you did what I told you to do, you should stand a half 
square north-west of the enemy you just defeated. If you do, then set a fly 
shot and let the guide be above the octopus enemy in the middle of the sand. 
To be more exact you should let the guide touch the north side of the square 
where the octopus is standing. Hold B and press left once to spin the ball 
slightly. The amount of power you should use is just between 50% and 75%. The
ball should then bounce on the octopus and then down the cup which appears. 
You shouldn't have to use the A button, but if my strategy doesn't work, give 
it a try. 

So, you think that was a little too much? And you are quite happy with scoring
three shots? Then we have two other strategies in store. From the initial 
position just shoot the ball with desired strength and activate the wheel 
ability right away. You will drive over the lake, crush the broom holder and
the octopus, smash into an edge and land in the sand. From there you have two 
enemies left. Choose either and aim a 50% powered fly shot towards it. You 
will hit it and land near the edge of the sand. Then aim at the cup with 
another fly shot and about 95% power this time (or whatever you find suitable)
If you don't like that wheel, you can be a little more conservative. From the 
initial position. Set a fly shot with maximum top spin by holding B and pres-
sing up until it stops. Then fire the ball with a super shot or slightly less.
You will bounce on the water and crush the broom guy and the octopus and land
in the sand. Then it's just to shoot the two last enemies like I recently
recommended. Note that this also takes three shots.

HOLE 2-6

Ha! This is one hard hole-in-one, but it is definitely possible. I've done it
a few times, but miss most of my tries. I hope you are better at it. Well, you
must have the wheel ability from the fourth hole or it won't work. Let's go 
through it all. From the initial position you are required to shoot a grounder
with super shot power, 100% in other words. Just after the shot, you must 
immediately activate the wheel power. That will make Kirby drive through the
sand and hit the parasol enemy just before going off the cliff. 

Just when you leave cliff you press B again to activate your new parasol abi-
lity. Now you have three enemies left at three different levels of altitude 
and squares: an upper-most hooded one, a pumpkin in the middle and a rotating
head on the ground. You are to destroy them in that order by floating to them
with the parasol. Use left and right on the control pad to steer the parasol.
It will float by itself so you only have to keep track of its direction. You
can't just float around hoping to get them all, you must do everything in a
continuous motion and just barely touch the enemies before changing directions
to the new one. See the floating as racing a car and the enemies as tight
corners. By just touching the enemy you've kept the perfect line through the 
corner. Also think of the row of squares between the hooded and the pumpkin as
the part of the road closest to the safety barrier. If you manage to follow
this pointer, then you have a good shot at floating down into the cup, but 
most of the time you'll probably land just in front of it. Don't be sad if 
you give up at two shots. You have a very, very good chance at scoring gold 
anyway.

HOLE 2-7

Another difficult hole-in-one. Well not that hard, but you have to be pretty 
exact on the power meter. The green floor will break your course and make you
roll to the north-west, just so you know. From the initial position, press 
left six or seven times on the control pad. Either works. Set a grounder and
don't start the power meter before the big black ball is on its way to the 
left. You are to stop the power meter just between the 75% and 100% marks. You
could also say three or four bars above the 75% mark. If you did this success-
fully without hitting the patrolling ball, then you will get hole-in-one. ^_-

HOLE 2-8

So for the last hole where a hole-in-one is very easy, but surprisingly hard
to develop a strategy for. I want to say: press A when you feel it's right,
but I suppose I must go a little more into detail. Let's go through it in 
theory first. In front of you, you have two octopuses. Those should first be
hit and then you will roll down the hill towards an air vent. This vent will
lift you up so you land on an enemy with a broom. After that it's just to 
bounce with the A button until you drop down the goal cup. You will be lifted
farther and higher if you get onto the air went from some height. Therefore,
you should use the A button to reach that vent. Then we have the question 
about how the shot should be shot: the power and spin. If you are on with the
A button, then you can use 99-100% of power with a neutral spin and still make
it. You can also try to use some top spin to get higher up on the hill. Check
the guide carefully. Naturally, you must use a fly shot. Practice with the A
button. If you're good with timing just as you bounce, then you have a good
shot at that hole-in-one. Oh, and be sure not to shoot yourself so hard up the
hill so that you accidentally get shot by Kracko the cloud.

========
COURSE 3
========

Gold: 8-17                  Silver: 18-22               Bronze: 23-29
  1: 2-3  5: 2-3              1: 2-3  5: 3                1: 3-4  5: 3-4
  2: 2    6: 1-2              2: 2-3  6: 1-2              2: 2-3  6: 2-3
  3: 1    7: 2                3: 2    7: 3-4              3: 2-3  7: 3-4
  4: 1-2  8: 2                4: 2-3  8: 2-3              4: 2-3  8: 2-3

HOLE 3-1

Believe me when I say that it took some time for me to figure this one out. I
almost thought it wasn't even possible to clear it in under three shots. But 
here you'll get a two shots strategy. You could say that this hole consists of
three different steps. You find one enemy on the first step and two enemies on
the third. The green floor you see everywhere will make you jump higher if you
bounce on it. After your first shot you should be on the same square as the 
enemy on the first step, or at least very close to it. To get here from the 
initial position, set a fly shot. Hold B and push down twice on the control 
pad to set a slight back spin on the ball. Then fire the ball with 99% of 
power and you will probably bounce to the enemy on the first step.

Now for the much more difficult second shot. The trick is get to the third
step directly from the first, without ever bouncing on the second. To do this,
set a fly shot with a full top spin. Aim in a straight line towards the two
last enemies and fire the ball with about 85-90% power (just between the 75%
and 100% marker). You will first bounce on the centre-most trampoline in front
of you and when you do, you MUST press A at the same time. If your timing was
right then you will make a very long jump all the way up to the third step and
the awaiting enemy. You will crush the first enemy right away and then bounce
to the cup. There is one more problem. There is a slight chance that you will
crush into the outer edge of the cup and land right next to it. To avoid
this, try using the A-button to overshoot it intentionally. You will then 
continue up a hill, down it again and enter the cup from behind. Note that 
this strategy is pretty hard to pull off and you must be very exact with spin
and power. The probability that you'll end up with three or four shots is high

HOLE 3-2

This hole is actually not as hard as it looks. If you scroll around the course
you will notice three different abilities: hi-jump, parasol and spark. You 
actually get to choose which you are bringing to the next hole, but I really
recommend hi-jump. This ability will help you on the two following holes. The
ability you will bring along is the one from the SECOND enemy you beat. The 
third will turn into a cup, you know. I will describe how to get all three.

First for the recommended hi-jump then. From the initial position, press left
19 times and then fire a grounder with 80-99% power. You will by doing this 
roll to a blue warp which warps you to another blue warp. Then you roll to a 
series of conveyor belts which ultimately takes you to the parasol enemy. To
get the hi-jump ability and there after hit the cup, aim a grounder towards
the arrow behind the caped enemy. Stop the power meter just between the 50%
and 75% markers. It's alright with a slight margin of error.

To instead get the spark ability (the right-most enemy) you should fire the
first shot just as you did with the hi-jump. Then you will hit the parasol
enemy first. To prepare for the second shot aim towards the arrow panel be-
hind the spark enemy to the right. Set a grounder and stop the power meter 
just between the 50% and 75% markers. To get the parasol, which I definitely
DON'T recommend, you must begin from the first shot again. From the initial
position, press right on the control pad 19 times and then fire a 75-99% 
grounder. A series of warps and conveyor belts will ultimately take you to the
spark enemy. For the second shot it's just to aim a grounder towards the caped
enemy with a little less than 50% power. You will intercept and get the para-
sol and then roll down the cup in two shots. Do remember, take the hi-jump
ability instead if you follow this FAQ.

HOLE 3-3

This is a hole-in-oner if you have either the hi-jump or spark ability. I also
have a two hole strategy for you if you have neither of them. First the hole-
in-oner. To accomplish this, it is very important that you press the A button
every time you bounce on the ground or into an edge to get extra speed, es-
pecially if you have the spark ability. Begin by pressing R twice to aim into
a hill. When you fire the ball with 99-100% power you will jump over an edge,
bust two enemies and carry on towards a tree. If you have the hi-jump ability
you must press B when there are EXACTLY three and a half squares between Kirby
and the tree. Then you will jump to the other side of the tree and hit the 
cup on the second bounce. If you have the spark ability, just activate it 
and you will crush the tree and, if you have used the A button enough, roll
down the cup. 

If you have no ability at all, then you will naturally crush into the tree by
using this strategy. If you aim a fly shot towards the cup there after, then
you have a good shot at making it with at least two shots for this strategy.
If you want another strategy for two shots then read on. From the initial
position, press L once and left three times. Fire a grounder with 99-100% of
power. You will crush the nearest enemy, pass just by the tree, destroy ano-
ther enemy and stop very close to the goal cup. Then it's just to fire a 
light ball towards the cup.

HOLE 3-4

You may believe me and you may think I'm full of it, but you can actually get 
a hole-in-one on this hole. It is very, very hard, though. Make sure that you
got the hi-jump ability on hole two or it won't work. First let us go through
it all in theory before you begin shooting. You will first beat the two ene-
mies close to the start point. Then you will go up the conveyor belt towards
the cloud. You must then be positioned on the left edge of conveyor belt. When
the conveyor belt has taken you exactly halfway up the hill, you are to press 
B to jump and you will fly over the cloud and bounce on the other side of the 
hill. Depending on how far to the left you are on the conveyor belt, you can
actually hit the B button a little after you've passed the centre of the hill.
When you are about to bounce on the other side of the hill after the jump, you
must press A at the exact time as you hit the hill. If everything has worked 
out for you, you will hit the hooded enemy high up in the air and then bounce
towards the cup. 

It's mostly about luck when it comes to getting down the cup. The spinning 
squares will give you such speed boosts that they might lead you down it. Try
press the A button as you bounce if you feel that the odds are better. That's
how it all works in theory. How to actually shoot the ball from the beginning?
From the initial position, press L once and you'll be aiming into an edge. 
Shoot the ball with about 99% power and you will bounce into edges and take
down the first enemies. To carry on to the conveyor belt, you must press A as
you bounce into the second and third edge. There are no guarantees that you
actually will stop on the left edge of the conveyor belt which is the criteria
for your hitting that hooded enemy. Once you are on the left side of the con-
veyor belt, it's just to follow my theory. I've managed to do it many times,
so it's definitely possible.

So you missed that hooded enemy, but hit the octopus farthest to the north-
west? Then you have to get it right in two shots and then the hooded enemy 
will be the cup. Depending on where you are, try to shoot a fly shot into the
cup. Calculate the power so that you fly straight into the cup (I have a 
power diagram in the basic section). So you don't even have the hi-jump 
ability? Then you do just as I said, but when you are to jump from the convey-
or belt with the ability you don't have, ride it to the top and let the cloud
shoot you. You will then continue bouncing down the hill and over to the octo-
pus. If you stop just behind the cloud, then you just shoot a hard grounder 
down the hill, hope to hit the octopus and then hit the cup on your third
shot instead. With the hi-jump ability you should be able to get a hole-in-
oner, but at least a birdy.

HOLE 3-5

This is a tricky hole to just get two shots in, and I seriously doubt that a
hole-in-one is even possible. First I'll give you the tricky two shots stra-
tegy and then you'll get the safe hole-in-threer. Alright then. From the ini-
tial position, press left exactly 25 times and you'll	 be aiming up a hill. 
Set a grounder with about 90-95% power and you will defeat all three stone 
enemies. You will then continue rolling down to the lake. Press B to activate
the stone power just before rolling into the lake. Those 90-95% on the power 
meter can also be translated into saying that there should be some black left
on the meter. No 99% shot in other word.

For the second shot, you should be positioned very close to the lake. Set a 
fly shot and you will see the following two enemies. If you are on the correct
position you will notice that the first impact point will be on the enemy with
a broom. Aim that impact point as far to the south-west as you can, as far to
the south-west on the enemies square that is. Fire the ball with as much power
as you can manage and every time the ball bounces, press A to get that extra
boost. No top spin is necessary. If you did everything right, then you should
hit the broomed one and then bounce down the cup. The green floor shouldn't 
do much effect on you when you bounce.

So that sounds too complicated? Here's a three shot strategy instead. For the
first shot, press down to see the long guide. Aim so that you will hit the two
enemies to the left on the hill and fire with as much power as possible. When
you are above the third stone enemy, press B to activate the ability and you
will slowly slide down to the enemy in question. For the second shot, you are
to set a fly shot with full top spin. Aim towards the broom enemy and feel 
free to spin the shot a little to the right to get closer to the goal cup. 
Fire with full power and you'll first bounce on the lake and then on the broom
enemy. You may even land in the cup, but you will probably get near it. Use
the third shot to get the ball down the cup. Be careful about the green floor
which will alter your course slightly. But really, use the other strategy.

HOLE 3-6

This hole is relatively easy to score a hole-in-one on, but horribly hard to
write a strategy for. There are some different ways. Let's go through it from
beginning to end. First you turn around by pressing L four times. From there,
you are to choose your method. Either you set a grounder with about 99%, a fly
shot with full back spin and 50% power or a fly shot with full top spin and 
99% (recommended by yours truly). You will either way begin by hitting the 
enemy on top of the hill and then bounce into the tree if you used a grounder
or a fly shot with a top spin. Try to tap the A button every time you bounce 
into something or the ground. You will continue down to the enemy with a broom
and then towards the air vents if your ball has gathered enough power from 
your using the A button.

If you hit the air vents with very high or very low power you may hit the 
hooded enemy, but most of the time you will overshoot it. You will probably 
bounce down on the octopus farthest to the north-west, though. If you actually
hit the hooded enemy, then the octopus will be the goal cup and you will 
bounce down it. If you didn't then you will continue bouncing and here it is
critical to use the A button every time you hit the ground. You will, with a 
little luck, continue up a hill and then bounce down to the air vents again. 
If you had enough power to actually reach the vents again, then you will 
surely hit the cup. If you see that you're about to overshoot the cup, then
use the stone ability when you are just above it. An exact strategy for get-
ting a hole-in-one is very hard to give you. It's very much about luck and 
about the feeling for pressing the A button when you bounce. Learn to see
patterns and learn the physic of the bouncing and the air vents, if you aren't
lucky enough to score on your first try. Then it's quite alright to get a 
hole-in-two as well. I hardly have to say enough in-depth about that, do I?

HOLE 3-7

So there might be a possibility that I'm not doing this right, but I find it 
pretty difficult to clear this hole in under three shots. I've found two met-
hods to do it in two shots, but both are a little weird. Do you have a better
one? Mail me, please. On this hole, you'll encounter your first freeze ability
and this means that you will freeze water as you touch it. So for the first
strategy. Press L twice and you'll be aiming into an edge. Fire a grounder 
with absolute 100% power (super shot) and be sure to press A as the ball 
bounces into both of the edges. You will run over the snowman and get his 
power. Press B to activate it just before going into the water. You'll run 
over the enemy on the island and stop close to the enemy near the arrow panel. 

If you are positioned close to the enemy near the arrow panel, then fire a 
grounder at the arrow with just below 50% power. You will hit the enemy and 
roll towards the goal cup. Just before hitting the water, press B to activate
freeze and you'll probably glide down the cup. If you landed in the water 
after the first shot, aim at the arrow panel either way, but use a fly shot 
with full top spin and about full power. Then you have a decent shot at sink-
ing the ball in two shots either way.

I said that I have another way to clear the hole in two shots. Indeed I do,
but it's so terribly hard I won't explain it in detail. The thing is that you
should, from the initial position, shoot a super shot grounder. Then use the 
freeze ability just before touching the water. Kirby will glide through two
enemies and you should then hit the cup on the island. DO NOT attempt this! 
But it should work pretty well for three shots.

HOLE 3-8

I bet it's possible to score a hole-in-one here, but I simply don't know how.
So you'll have to settle for a two shots strategy. Make sure that you have
the freeze ability from the previous hole though. From the initial position,
press L twice and you'll be aiming towards a water drop panel. It is essential
that you roll on this. The risk of your overshooting this panel is very high,
so make sure to get the power right. Set a grounder with around 75% and make 
sure to press the A button as you bounce on your way to the panel. After you
have hit it, continue to press A as you bounce towards a warp. The warp will
take you to the lake you summoned. Activate your freeze power and glide down
the lake, break some more enemies and just miss the goal. All that was done in
one shot. For the second shot, aim a little above the goal cup and use just
between 25% and 50% of the power meter.

========
COURSE 4
========

Gold: 8-17                  Silver: 18-22               Bronze: 23-29 
  1: 1-2  5: 1-2              1: 1-2  5: 2-3              1: 2-3  5: 2-3
  2: 1-2  6: 2-3              2: 2-3  6: 2-3              2: 3-4  6: 3-4
  3: 1-2  7: 1-2              3: 1-2  7: 2-3              3: 2-3  7: 3-4
  4: 1-2  8: 1-3              4: 1-3  8: 2-4              4: 3-4  8: 3-5

HOLE 4-1

Get ready for a course just as easy as the first, only the requirements for
medals are set much lower. On the first hole you have decent chance on a hole-
in-one. The chance of your getting it is almost solely dependant on your skill
with the tornado ability. While using it, you will be able to control Kirby to
a limited degree. Use left and right on the control pad to direct Kirby in 
either direction. From the initial position set a fly shot. Hold B and press
left twice so you set a slight spin the shot a little. Fire with 99-100% power
and you will hit the tornado enemy so you'll get its power. Activate it when 
you touch the ground again and you will continue past the tree. Steer the tor-
nado through the broom enemy and continue down the pit towards the cup. Note 
that you shouldn't be too fast down the cup, because you'll overshoot it. 
Instead, drift carefully along the edges of the pit. If you don't reach the 
pit at all, try to activate the tornado while being airborne just after hit-
ting the tornado enemy next time you try.

HOLE 4-2

You can actually get a hole-in-one hear too, but you really have to handle
the tornado ability with style. From the initial position, press right ten 
times. Then hold B and press left three times to create a medium spin. Fire a
grounder with 99-100% power and you will beat three enemies in a row. When 
you've hit the third, you will carry on up a hill. Activate the tornado abil-
ity while being on this hill and then continue towards the eastern-most enemy.
The enemy in the centre will become a cup. Now you are to continue down the
cup by steering your tornado that way. But to get a good angle, continue 
towards the start point, do a U-turn and then carry on to the goal cup. 
Obviously it's not that hard to get it in two shots if you fail with a hole-
in-one. 

HOLE 4-3

Another easy hole-in-one. Press right 25 times and fire a grounder with 99-
100% power. You will hit a warp and then continue through two enemies. Acti-
vate the tornado ability just as you've defeated the second enemy and you will
be boosted straight into an edge. Make a wide turn towards the goal cup and
you've managed to complete one of the easiest hole-in-ones in the game. As
you can see, there's a stone enemy on this hole. This one becomes a cup with
the above strategy and thus you won't get it. I seriously don't recommend your
getting it, but if you really want to I have strategy for a hole-in-one with
the stone ability.

Do get the NOT recommended stone ability, set a fly shot and aim straight to-
wards the stone enemy. Fire with 99-100% power and activate your tornado
ability just before touching the stone. If you do it to late, you'll activate
the stone ability and if you do it too early you'll fly over the enemy. Steer
the tornado into the enemy with the broom first and then towards the cup. Use
the stone ability if you're going too fast towards the cup. Pretty easy.

HOLE 4-4

Then again, we will shoot for a hole-in-one. From the initial position, fire
a grounder with 99-100% power. Activate the tornado ability whenever you want,
but at least before the fifth enemy. I hope you can handle the tornado well
or it will be tough to steer your way to all of the enemies on the hill. When
you've beaten these six, you must carefully float between a pair of spiked
balls and then it's just to continue towards the goal cup and you will drop
down it without too much effort. If you happen to miss any enemy on the hill. 
Continue down to the warp and you will get back up to the start point and have
the chance to try again.

HOLE 4-5

Believe it or not, but you can get a hole-in-one on this hole as well. You 
don't have to turn at all from the initial direction, but must get the power
EXACTLY right. This is quite risky, so you'll get a two shots strategy as 
well. To get that hole-in-oner you must fire a grounder with an exact amount
of power. It must be on the exact pixel of the screen. Stop the power meter 
when there's exactly one black bar left (about 95% I reckon). If you've done 
it correctly, you will first hit the spiked enemy at the top of the hill, then 
the octopus, bounce into a tree and roll down the hill. If you don't hit the
spiked one, your power is too low and if you don't hit the octopus, your power
is too high.

That was the very risky hole-in-one. Now for the hole-in-two. From the initial
position, press left ten times and then fire a grounder with about 75% power.
It will hit the upper most enemy and then roll down to the arrow panel to hit
the octopus. Activate the recently acquired needle power when you hit the 
octopus to stop immediately. Now you should see the cup just below the hill.
Set a fly shot and use slightly less than 50% power. If you try a grounder you
will most likely overshoot the cup slightly, no matter how little power you
use. If you miss the cup, activate the needle so you don't fall off the 
course. Don't use needle on the cup, because it doesn't work like that. It
might be wise to use a moderate back spin for the hole (hold B and press down
four times) and you have a higher chance at scoring.

Now I've received a safer way to get a hole-in-one by Brian Kettel. You need
the tornado though. From the initial position, fire a grounder with 99-100% of
power. Activate the tornado just before hitting the needle enemy. Now steer 
towards the top of the hill and then let yourself "roll" down to the arrow
panel. You will then be redirected towards the octopus. At once after you've
hit it, hold left and you will hopefully bounce into the north-east corner of
the tree. This should give you just the right speed to carefully steer down 
the cup. The safer way about this strategy is that you can use the needle
ability incase you mess up. If you hit any other angle of the tree, the speed
will not be optimal so be careful where you hit. If you have trouble with 
Brian's strategy, I noticed that after you hit the octopus, you can hold right
instead of left to go up the hill again. Then it is a little easier to hit the
tree from just the right angle, or why not aim at the cup right away?

HOLE 4-6

Ah, the first hole on this course where you can't get a hole-in-one. At least
not to my knowledge. Press L once and fire a grounder with 99-100% power. You
will bounce to an arrow and to a booster which takes you to the three enemies
on the other side. You will first hit one of the enemies and then bounce into
a wall. Activate the needle ability when you are precisely between the two 
other enemies. Now it's time for your second shot and if your standing just 
between, it's just to shoot a grounder with between 50% and 75% of power at 
any of them and you will clear the hole. If you are slightly off course, press
left or right once or twice depending on how off you really are.

HOLE 4-7

Here you'll get a two shots strategy. Press R once and fire a grounder with 
slightly more than 75% power. The ball will roll down the hill, into a warp 
and then hit two enemies. Use the needle ability to stop the ball when you're 
lined up with the snowman and the right-most enemy. You must press B a little
before lining up because you will in other case overshoot the perfect angle.
For the second shot, it's just to aim towards the right-most enemy with a 
grounder. Make sure that the ball crosses the snowman before rolling to the 
last enemy. This will give you the freeze ability to bring along to the last
hole and this I recommend. If you want to keep the needle ability, then you
must shoot the second shot a little differently. After the first shot, aim a
fly shot with full back spin towards the right-most enemy. Load a super shot
(100% power) and you will first hit the right-most enemy and then bounce to 
the goal cup. Note that the power meter most be pink.

I've recently found out from Nall Ruby that it is possible to score a hole-in-
one here and I have confirmed it. It requires great luck, though. Press left
five times and fire this grounder with a little above the 75% marker. Nall 
says about 85% and I'll go out on a limb and say a little more. You will hit
the needle, the enemy on the hill and the freeze enemy. Activate the freeze 
immediately after you've got it and with a little luck, you'll bounce into a 
green edge and then slide down the cup. I once slid past the cup, into another
edge and then back into the cup. If you keep sliding off the hole, then your
power is too low. If you keep overshooting the cup, then it is too high. I 
also noticed that if you have a good amount of power (90-95%) then you might
bounce after hitting the freeze enemy. This actually slowed my slidding down 
and I got down the cup in an easier manner. You might want to try that too.

HOLE 4-8

I GOT A HOLE-IN-ONE!!! I'll probably never be able to do it again, but I will
tell you how I did it. Although it's probably smarter to try to clear it in
three or two shots. This is how I did it, DO NOT expect this strategy do work.
I activated a fly shot and pressed right 19 times. I then held B and pressed 
up and left all the way. Then I fired the ball with 90% power and pressed A
as it bounced. The ball went past the stone enemy, flattened the rotating one,
went up a hill to smash the octopus and then rolled on a hill to go down the
cup which previously was the stone enemy. It will probably never happen again
but good luck with that one.

So for the more realistic strategies. Since you've probably done very well on
the other holes on this course, I bet you can clear it with three shots and
still get the gold. Here's a two shots strategy either way. From the initial
position, press right 12 times and set a fly shot. Hold the B button and press
up and left until you can press no more. That equals a maximum top spin and a
maximum spin to the left. Fire a 90-95% and you will bounce on the green floor
and towards the lake. Activate the freeze ability you got on the previous hole
just before touching the water. You will hopefully glide into the stone 
enemy and just between the two regular enemies. When you're just between them,
activate your stone ability and you will stop dead. The second shot should NOT
be a grounder. Set a fly shot with full back spin and aim towards the nearest 
enemy. Fire with slightly less than 25% and if you see that you will overshoot
the goal cup, just use the stone ability while you're above it. 

========
COURSE 5
========

Gold: 8-18                  Silver: 19-23               Bronze: 24-30
  1: 2    5: 1-3              1: 2-3  5: 2-3              1: 2-3  5: 3-4
  2: 1-2  6: 1-2              2: 2    6: 2-3              2: 2-3  6: 3-4
  3: 2    7: 1-3              3: 2    7: 2-5              3: 2-3  7: 3-5
  4: 2-3  8: 1-2              4: 2-3  8: 2                4: 3-4  8: 2  

HOLE 5-1

Now the game will become a little harder. On this hole you can choose between
bringing the parasol needle or the parasol ability to the next hole. I recom-
mend the former because it's easier to get. Both of the strategies will clear
the hole in two shots. Okay, to get the needle, fire a grounder with 50-75% 
and you will be slung of a booster over some arrow panels and a parasol enemy.
You will then be shot all the way to a needle enemy and a cup will show up.
While the cup appears, press B repeatedly and you will activate the needle
ability when it's over. For the second shot you should be standing where the 
needle enemy was grooving. Aim a fly shot with full top spin to the cup on 
the hill. If you fire the ball with 99-100% damage you will hit the cup and
without pressing A during the process. Should you miss, be sure to activate 
the needle ability to stop as close to the goal as possible.

For the parasol ability then. Press right 11 times and fire a fly shot with 
99-100% power. It will hit the rotating enemy. For the second shot aim towards
the booster thingy with a fly shot. Fire with slightly more than 50% of power 
and you will hit it. It will boost you to the parasol enemy and then towards 
the cup. Unleash the parasol ability just after leaving the cliff and use it
to safely float down to the cup. You must do a rather wide turn to complete 
it and you must be able to handle the ability pretty well. It's pretty hard to
hit the cup. You can also activate the parasol ability just before touching 
the ground, but it's risky of course.

HOLE 5-2

This is a pretty easy hole-in-one. Set a grounder and fire it with a tad more
than 75% power. You will then go over the edge and right down on the snowman.
Press A every time you bounce towards the lake and just before touching the
surface of the water, activate the freeze power. You will then probably glide
towards the goal. If you don't reach it, you didn't boost your bounces enough 
with the A button. Do not press the A button before you've hit the snowman
unless you have used too low power. A grounder isn't really boosted by the A
button, but you seem to be able to go off cliffs easier.

HOLE 5-3

A rather easy hole once you know how to shoot. This is a two shots strategy.
Set a fly shot with full top spin. Use 75% power and don't hit the A button
while bouncing. You will break the three first enemies with this shot and 
appear in a pit. From this pit, set a fly shot and aim it straight towards the
cup. Make sure that the first impact point of the guide doesn't land on a
hill. Then hold B and press down thrice to create a slight back spin. Fire 
with 99-100% and you will most likely hit the cup. If you hit the hill you'll
probably go down the cup either way, but there are no guarantees. This stra-
tegy lets you clear the hole in two shots, as you surely already understood.

HOLE 5-4

You can do it in two shots here as well. Press L once and set a fly shot with
full back spin. Fire the ball with slightly more than 75% and you will hit the
enemy on the hill and then roll down to the snowman and the lake. Activate the
freeze ability just before hitting the water and you will glide to the enemy
farthest to the south-west. So for the second shot. Your guide will probably 
be aimed straight towards the north-east, not towards an enemy that is. From 
this angle, press right seven times and set a fly shot with full top spin. 
Shoot with 99-100% power and you will bounce on the lake. As you are about to
bounce a second time, activate the freeze power and you will glide down a 
slope, hit an enemy and glide into the goal. If you have too much power, you
still have a great shot at scoring, because you might roll back into it. No 
sexual reference intended. ^_^

HOLE 5-5

This is really hard to get a hole-in-one on, unless you have an emulator to
repeatedly save states on. I did it that way. ^_^ Press down to bring out the
longer guide and then aim straight at the tornado enemy. Fire with full power
towards the enemy and activate the ability just after passing through it. 
Now it's time to control the tornado Kirby. Fly into the following two tor-
nados as they come and for each you defeat you get a new tornado ability. 
Renew the old one and you will be boosted up the hills. Continue this way 
until you reach the enemy with a red cape. Fly into it and just as you do it,
press B to activate the hi-jump and jump up on the cliff above. With a little
luck you'll crush the pumkin above and with even more luck, you'll then bounce
down the cup. To get a good angle with the hi-jump, try to place yourself 
slightly to the left before activating it and then aiming a little to the 
right. Getting a hole-in-one is very hard, especially if you play on console. 
It doesn't hurt trying though, it's just to carry on with the same strategy
only using more shots if you don't care too much for a oner.

HOLE 5-6

It is possible to get a hole in one here, but very hard. Read about my safe
hole-in-two strategy farther below. So how to get that hole-in-one? From the
initial position, set a grounder and shoot it with 99%. You will hit an octo-
pus and then a booster. The power of this may and probably will vary. The 
faster you hit it the faster you go. There are roughly three speed levels and
you control them by using the A button before you hit the booster. If you hit
it fast then you will overshoot the next enemy and continue ahead. If his hap-
pens then you kiss that hole-in-one good bye. You will rush through the area 
and land in a pit on the other side of the map and can continue from there. 
Read the two shots strategy in the last paragraph of 5-6 to know how to shoot.

If your speed on the booster is very low, then you won't even get to the 
other platform. If this happens, use the hi-jump ability in mid-air or you
won't be happy. You will then land in a pit on the left side of the platform
you missed. Then you will of course kiss the hole-in-one good bye as well. To
continue from there and at least get a hole-in-two, shoot a full powered fly 
shot towards the hooded enemy and you'll hit it and continue towards the 
cloud. Use the hi-jump ability just before crashing into the cloud and you 
will hit the other hooded enemy and quite possibly fall down to the goal cup.

If your speed on the booster was just right (which rarely happens) then you
have a chance at that extremely remote hole-in-one. This means that you will
get to the other platform and hit the enemy in the pit. Then you will continue
up the hill towards the cloud. When you are one square in front of the hooded
enemy, press B to activate the hi-jump and jump up to it. With good timing,
you will hit the hooded enemy, bounce on the cloud and then hit the hooded
enemy on the other side. With a little luck you will then continue down the
goal cup. Use the A button if you need to. Was that tough? Nah... ^_^ I've
actually done it, but just on the emulator of course. I didn't think it was
even possible for awhile.

So for the much more safe two shot strategy. From the initial position, set a
fly shot with full back spin and fire it with exactly 100% power. It will hit
the first enemy (if it was 100%) and then continue back to the warp point. You
will be warped to the other side of the map and roll down to an enemy in a 
pit. Try to stop as close to the centre of it as possible using the A button.
For the second shot, set a fly shot and aim in a straight line towards the 
three following enemies. Fire with as much power as possible and you'll hit 
the first hooded one and continue towards Kracko the cloud. Activate the hi-
jump ability just before crashing into the cloud and you will jump to another
hooded one. Then you will probably bounce down to the goal cup. Here it's 
mostly about luck and do use the A button if you believe that will help you.

HOLE 5-7

I hate this hole! I hate it! But... believe me, it's possible to get a hole-
in-one here. With the help of Brian Kettel (good guy) I've finally discovered
a somewhat safe method of getting a hole-in-one. It's still mostly about your
own skill with the A button, but I will try to explain the method to you. It's
a rather safe method to gain hole-in-twos and threes. From the initial posi-
tion press R once and hold B as you press left on the control pad until you've
prepared a max spin for the ball. Fire a grounder with 99% (not a Super Shot)
and it will hit the stone. Then there will be some spins and you will ultimat-
ely hit the right arrow panel. This will start to take you down the steps and
soon the five enemies. Now Brian helped me with the first two crucial boosts.
You must use the A button at the exact right moments to succeed. Very hard!

After you've hit the arrow panel, press A as soon as you first hit the hill.
You will then hit the first Waddle Dee. Press A again as you bounce on the 
second Waddle Dee and you will bounce to the third one. Press A as you bounce
on it as well and you will hit the trampoline next to it. I'm not entirely 
sure if you should hit A as you hit the trampoline but it usually works out 
for me if I do press A. After that you will hit the hill below and here I'm
certain that you should press A. Now you will hopefully bounce straight to
the fourth Waddle Dee and the cup will reveal itself. Now hit A every time you
bounce and you will get down to the same level as the cup. Don't worry if you
get past it (I usually do). You will probably bounce on the trampoline next to
it and get another shot at scoring if you press A when you hit the trampoline.
Remember that even the slightest adjustment will lead to failure and that it
still requires a lot a of practice.

Lucky you and lucky me, the gold requirements are set at a decent level so we
can probably clear this hole in three shots. If you didn't succeed with a 
hole-in-one and want to hit the enemies you've missed, use fly shots and try 
to calculate how much power you need. The spin thingy at the beginning was
actually just something I came up with by playing around with it - not cal-
culated in other words. Thanks a lot to Brian Kettel for a part of the strat-
egy and for encouraging me to actually make a proper hole-in-one strategy.

HOLE 5-8

So the last hole-in-one was impossible? Well, I kind of agree. This one is 
much easier. From the initial position, fire a grounder with 75-100% power
and you will hit a spark enemy before hitting the booster. Activate the spark
ability and you will break through a lot of trees and finally hit a hi-jump 
ability on top of the hill. As you can see the hill is made of five small
slopes. You will now roll down these slopes and you are supposed to use them
as land marks. When you are on the third slope (middle one) and have reached
the bottom of it, use the hi-jump ability and you will jump to the bottom 
slope. Press A as you bounce on this slope, but DON'T press it on the second
bounce. You will then continue towards the air vents and further to the cup.
Try not to press A here either because you'll probably overshoot the cup if 
you do. Remember, only press A on the first bounce and you will most likely 
hit the hole-in-one. If you get down the bunker anyway, fire a fly shot with 
around 50% power depending on where in the bunker you are.

========
COURSE 6
========

Gold: 8-16                  Silver: 17-21               Bronze: 22-28
  1: 1-2  5: 1-2              1: 2    5: 2-3              1: 2-3  5: 3-4
  2: 1-2  6: 2                2: 2-3  6: 2-3              2: 2-3  6: 3-4
  3: 3    7: 1                3: 3-4  7: 2                3: 4-5  7: 2-3
  4: 1    8: 1-2              4: 2    8: 2                4: 2-3  8: 3  

HOLE 6-1

Although this course is easier than the fifth, the medal requirements are
harder to achieve. So don't slack off. On the first hole, you have a great 
chance of scoring a hole-in-one, but there seems to be some random stuff about
it. My strategy is not that accurate so if you know a very accurate way to
do this, e-mail me please. From the initial position, fire a grounder with 
99-100% power and you will hit a fireball enemy and get its ability. Activate
the ability as soon as you get it and you will rush forwards in fast motion.
If you didn't activate the ability too late you will hit all the enemies on 
the platform and reveal the goal cup. Most of the times you'll either stop
just before the cup or slightly overshoot it. Thus, it's not hard to clear it
in two shots. My pointer is that you press A when you bounce into the four 
last edges. Then you will probably reach the cup. If you see that your speed
is too high, don't press A on the last edge or the two last edges. This is 
very much a matter of experience.

Brian Kettel just informrmed me of a fool-proof strategy to get a hole-in-one.
Use my exact strategy but press A as you bounce off the south-eastern edge,
just after hitting the eastern-most rotating head. If you don't hit the cup,
then you haven't succeeded with the bounce. Thanks a lot Brian!

HOLE 6-2

This is a very easy hole-in-one, but it requires some timing. Press R once and
set a fly shot with full top spin. Use 99-100% of power and you will hit the
first enemy and continue towards a sand bunker. Activate the fireball ability
sometime before hitting the sand and you will be shot to the other edge of the
course hole. You will most likely hit an arrow panel (or an edge and bounce 
into the panel). This will make you hit a booster which will throw you into a
stone ability and then very fast towards the goal cup. You will be shot over
the cup, but if you activate the stone ability while flying over, you will be
able to drop straight into the cup. As I said, this requires good timing. 
Just as the case was with the first hole, there are no problems to clear this
hole in two shots instead. Oh, one more thing. You don't have to use a fly 
shot for the first shot. You can just as well use a grounder, but then you 
must time your shooting so you don't get zapped by lightning.

HOLE 6-3

Here it is: the first hole where I can't give you nothing but a three shots
strategy. I have no idea how to clear in two shots and am totally clueless to
how anyone could score a hole-in-one. Yeah, I've tried bringing the fireball
ability, but I can find no use for it. The tree on the other side gave me some
ideas, but none worked so here we are, me and you, feeling lost and feeling
blue. So for my safe three shots strategy. Set a fly shot with full top spin
and use about 75% of power. This way, you'll hit the first three enemies. 
Activate the stone ability on the square just north-west of the third enemy.

Then for the second shot. Press L or R until you aim straight towards the 
north. It should be enough if you press L once. Then fire a grounder with 99-
100% power. You will by doing this get over to the other half of the course
hole and hit the next enemy. You'll probably stop in the sand bunker. For the
third shot it's just to fire a fly shot into the cup. If you are standing in
the sand bunker fire a fly shot with 75%. Alter it depending on where you
exactly are standing.

HOLE 6-4

A very easy hole-in-one once you know how to do it. Press left 20 times and
then hold B as you press right three times. This will set a spin to the ball.
Fire a grounder with 99-100% power. You'll beat the three first enemies, stop
the spinning squares, bump into the arrow panel and roll towards the goal 
cup. If you roll too fast just activate your stone power above the cup.

HOLE 6-5

It is very much possible to score a hole-in-one here. It will take some prac-
tice, but not 5-7 practice. You can use this strategy for more shots as well,
so no sweat. From the initial position, press L three times. Then hold B and
press left three times. This will bend the guide a little. Fire a grounder 
with 99-100% power and the ball will hit the arrow and the two first enemies.
Now you have the tornado ability. Activate it as you bounce down from the 
little platform with the two enemies. Then you will boosted up to the spark
enemy. 

Still as a tornado, slide down the slope, but not on a conveyor belt. You'll
find a caped enemy at the bottom. Hit it and continue to the arrow panel to 
the right. This will lead you to the right-most conveyor belt. Don't touch 
the control pad once you've got up on the belt. Just wait until Kirby stops
and is transported up the hill. Now you have the hi-jump power and you are
supposed to use it to jump over the tree. You must just in the exact right
second. Although the squares are blocked by the conveyor belt, you can see
them around it. When you are just about to get to the square before the tree,
press B to jump and you will just pass the tree. You will bounce on the other
side and then up to the little platform with the two last enemies. DON'T press
A when you bounce the first time, but DO press B when you bounce on the little
platform. Then you have a very good chance to hit the goal cup and get 
another hole-in-one.

HOLE 6-6

This is a pretty tough course and you really have to be exact to be able to
clear it in two shots. From the initial position, set a fly shot with maximum
back spin and maximum left spin. Stop the power meter just between the 75% and
100% markers. The ball will hit the enemy and then bounce down the hill right
into the arrow panel and the booster. The booster will shoot the ball up the
next hill towards the following three enemies. It will make a turn at the top
and then continue down towards the two last enemies. The ball will run past
the two enemies and continue downwards. Activate the recently acquired needle 
ability when you are just one square before the end of the hill. Then you will
get stuck at the very bottom of it. Then it's time to hit the last two ene-
mies. Press down to bring out the longer guide. Then hold B and press right 
once or twice to create a right spin. Adjust the guide so it crosses both ene-
mies and then fire with full power or close to it. This should enable you to
hit the goal. If you miss the cup, use the needle ability as close to it as
possible so you at least get it right in three shots.

HOLE 6-7

A pretty easy hole-in-one actually, you don't even need any special ability.
From the initial position, set a fly shot and fire with 99-100%. You will bou-
nce on a trampoline and then continue towards an enemy. Tap the A button as
you touch the trampoline and you will get more power towards that enemy. Con-
tinue to press A on the impact points, but be careful not to get to much 
speed. You will then continue down the hill and onto some green floor with 
arrows. Press the A button while bouncing on the green floor or you will taken
off course from the goal cup. With a little luck and a good balance of power,
you'll easily hit the cup. If you have really high power, then you may over-
shoot the goal get up the hill behind and drop into the cup from behind.

HOLE 6-8

Another hole-in-one, but you really have to be exact to be able to pull it 
off. You don't need any special ability. From the initial position fire a 99-
100% grounder and you will hit the first two enemies, miss the pumpkin, bump 
into two edges and continue into a fire enemy. Activate the fireball ability
you get as soon as possible. Then you will fly into another fire enemy and 
continue into two edges. Press A as you bounce into both. Then you'll have a
hill with a pumpkin on top. If you activate the next fireball ability on the
exact right square you'll hit the pumpkin and drop down the cup on the other
edge of the course hole. As you can see, there are squares on the hill. You 
are to press B when you are positioned on the first half of the black square.
With good timing, you'll hit the cup and thus get a hole-in-one.

========
COURSE 7
========

Gold: 8-14                  Silver: 15-19               Bronze: 20-26
  1: 1    5: 1-2              1: 1-2  5: 2-3              1: 2    5: 3-4
  2: 2    6: 1-2              2: 2-3  6: 2                2: 3-4  6: 2-3
  3: 1-2  7: 1-2              3: 2    7: 2-3              3: 2-3  7: 3-4
  4: 1    8: 1-2              4: 2    8: 2                4: 2-3  8: 2-3 

HOLE 7-1

The seventh course may not be that extremely difficult, but as you can see,
the medal requirements are set very strictly. Be sure to score some hole-in-
ones. A very good hole to do that on is this one, the first. Here you get to
use the wonderful UFO ability. Once you've received it you get to control it
with left/right and press B to land. Sadly, you cannot manually change alti-
tude so be sure to activate it on the correct height. Be aware of its time
limit. 

Okay, from the initial position, set a fly shot. Hold B and press up three
times to create a moderate top spin. Fire with 99-100% power and you will
hit the UFO. When you bounce on the hill, activate it and you will continue
to the north-west. Now there's four enemies left and you will automatically 
hit the first two enemies by doing nothing whatsoever. Use left/right to then
steer towards the parasol enemy and afterwards to the cup. Press B when you
are above the cup and you will carefully float down into using the parasol.
You may notice that there are three different abilities here, but it doesn't
matter that much which you take. On the second hole, you will get another one.

HOLE 7-2

This is a horrible hole and even more horrible to write a strategy for. I 
doubt that a hole-in-one is possible although it may seem so. I can not even
guarantee a hole-in-two. From the initial position, press down to bring out
the longer guide. Then aim a grounder towards the first enemy with 99-100%
power. Kirby will hit that enemy, roll on a booster, some arrow panels, a 
tornado enemy and then continue down a pit. The difficult part are the five
enemies in the pit. You are supposed to activate the tornado ability once you
have been shot off the cliff towards the pit. Exactly when is impossible to
tell. 

Try to hit the enemy in this order: the south octopus, the rotating one, the
eastern-most enemy, the one with the broom and then the last octopus. You 
will probably stop either after the third or fourth enemy in the pit. If you
stop after the third, then you have a difficult shot ahead of you if you want
to make it in two shots. Shoot towards the broomed one with high power, 
activate the tornado and try to get down the goal cup with it. It's hard.
If you manage to hit the fourth enemy with your first shot, then it should be
easier. Aim just north of the cup with about 50% power if you want to do a
grounder. You can also try a fly shot with the same amount of power.

HOLE 7-3

To get a hole-in-one here, it's all about pressing the A button with timing.
If it doesn't work, then you need to time it better, and of course it also 
works for two and three shots strategies. From the initial position, press R
twice. Set a grounder and press A to prepare for the shot. You will now see
the evil cloud on your screen. Fire the ball with 100% when or just before the
cloud starts firing a burst of lightning. You may also fire with slightly less
than 100%, but it requires even better timing later on. The ball will hit the 
air vent and then bounce up the hill towards the needle enemy. You must press 
the A button every time Kirby bounces and you will hopefully reach the enemy 
as well as the warp. If you don't reach the warp activate the ability you rec-
eived from the enemy: needle and you won't roll down the hill. 

If you however managed to reach the warp, then you will be warped to the other
side and continue down that hill. If you shot the ball at the right moment,
then the cloud will hopefully not zap you with lightning and you will continue
on a booster and then hop on the lake. If you manage to press A every time you
bounce on the surface of the water, then you may reach the goal cup. If you
were zapped by lightning, activate the needle ability just before going down 
the water and then set a fly shot with 95% power to hit the goal cup on the
other side. If you happened to fall to the bottom of the lake, set a fly shot
with a bit more than 50% and you will hit the cup. Remember, don't use the
needle ability to drop down the cup, because you will only get stuck to its
edges. 

HOLE 7-4

This is a fairly easy hole-in-one. Just make sure to get a good shot and most 
things will take care of themselves. Press R twice and then right 18 times. 
Fire a grounder with 100% power. If the power is slightly less, press the A
button as you bounce on the hill. If the shot was successful then you will get
to the conveyor belt. It will transport you via a broomed enemy to another 
conveyor belt which will take you to the four last enemies. When you've hit 
the two first of them, press A as you bounce underneath the hooded one and 
when you hit the edge. Then you will bounce over the cup, continue up a hill
and enter the cup from behind. If you didn't press A here, then you will hit
the edge of the cup and stop right next to it and that's not good fun.

HOLE 7-5

To get a hole-in-one here, you better have lady luck on your side. Press L
twice and fire a 50% grounder. You will be boosted towards a hi-jump enemy and
some arrow panels. You will continue towards an evil cloud in high speed and
you are supposed to activate your hi-jump ability in just the right moment. 
This is hard to describe and perform. Try to press B when you see the cloud on
your screen and you will probably jump to the boosters. Don't go below the 
cloud since the probability is overwhelming that you will jump off the entire
course hole. If you've successfully hit the boosters, then you will continue 
towards another hi-jump enemy as well as a cloud. This time, go below the 
cloud. Whether is zaps you or not doesn't seem to matter that much on your 
chances to hit the goal cup. The probability of your missing the goal 
slightly is very high so be aware that you might have to use the A button to
actually hit the cup.

Some inconveniences may occur. If you don't have enough speed to get up the 
hill before the goal cup, then you must use the jump ability over the second
cloud as well. Activate the jump ability when there are two squares between 
you and the cloud. Then you may hit the cup with some luck. Another way to
jump over the second cloud is to simply activate the hi-jump ability so that
you land on top of the cloud. With some luck, you will bounce towards the 
goal cup. If you get stuck in the water on the other side, fire a fly shot 
with an almost full power meter towards the cup. 

HOLE 7-6

A very easy hole-in-one if you know how to do it. From the initial position,
fire a 99-100% grounder. You will hit the first enemy and then roll towards 
the spark enemy. Just before hitting, when you're half a square from it, 
activate the hi-jump ability you got on the previous hole. This will make you
hit the spark and jump at the same time. You will land on the conveyor belt 
and be led towards the next hi-jump enemy. Activate the spark ability BEFORE
hitting the next hi-jump enemy. This will make you crush the tree and auto-
matically get to the next conveyor belt. This belt will take you to the goal
cup. If you didn't manage to jump before hitting the spark enemy, then you
must do a fly shot towards the conveyor belt. Its even worse if you jumped
over the spark enemy without ever hitting it. I don't really know how you
could fix such a mistake.

HOLE 7-7

I doubt you can get a hole-in-one here. Here's a two shotter. From the initial
position, press R four times to turn around completely. Set a fly shot with 
full back spin. Fire Kirby with 75-90% power. He will hit the spark enemy and
bounce towards the booster and the stone. Activate the spark power BEFORE
hitting the stone enemy. You will be boosted towards the three clouds while
"sparking" and destroy some of them. When you reach the north-west arrow panel
be sure to activate the stone ability to stop nearby. The second shot is easy.
If you are positioned close to the recently mentioned arrow panel, set a fly
shot with full back spin. Fire the ball with 99-100% power. It will hit the 
left-most pumpkin first and then bounce towards the goal. If the power is too
low, use the A button to reach the goal. If the power is too high, activate
the stone ability when you're above the cup to drop down it.

I was wrong about the impossible hole-in-one. SimonC actually showed that
it's pretty easy. I can't believe I didn't think of it. Here goes. Press R
twice and then set a full right spin (a grounder of course). Fire the shot 
with about 90% of power. You will then hit the spark enemy and continue onto
an arrow panel and to the booster. Activate the spark ability before you hit 
the stone enemy and you will then be boosted towards the lower end of the 
hole. You will hit all crackos and the one of the pumkins. Then activate the
stone ability when you are positioned above the cup. It's easier to activate
the stone ability on your way back after bouncing on the green edge. Thanks a
lot to SimonC for this strategy. I should've seen it! Also thanks to Nall Ruby
for a input about this hole. He/she also got a hole-in-one, but in a different
slightly more difficult way.

HOLE 7-8

It is possible to get a hole-in-one here. Isn't that neat? I have two strate-
gies for you and one is of course easier than the other. Let's begin with the
easier one. From the initial position, set a fly shot with full top spin. Fire
the ball with 75% power and you will hit the UFO. Then you will bounce on the
floor just below and continue towards the hill. Press A as you hit the floor 
and you will jump "over" the hill. Activate the UFO ability just before hit-
ting the top of the hill or when you've overshot it. If you did right, the UFO
will go very fast and you will automatically continue straight towards the 
western-most pumpkin. Immediately turn right towards the next pumpkin. If your 
speed is really high, then you have a chance at flying all the way down to the
cup. Your speed depends on when you activated the UFO ability. Press B when 
you're exactly above the cup and you will have a hole-in-one. If your speed 
wasn't sufficient, land near the second pumpkin and then do a fly shot towards
the cup. Activate the UFO when you're at the peak of the shot and fly to the
goal cup for at least a hole-in-two.

So for the tougher hole-in-one strategy which I actually came up with before 
the above. From the initial position. Set a fly shot with full back spin and 
fire the ball with 99-100% power. Kirby will fly towards the hill first. Press
A as he touches it and you will probably hit the UFO enemy. When you've hit 
the UFO, you are to activate its ability, but you must do it at the exact 
right altitude. You see, the rest of the enemies on the course hole are pump-
kins on the same altitude. You must know which altitude they're on and acti-
vate the UFO at the same. I have one pointer to get the altitude right: When 
you're positioned above the warp, that's about the time to activate the UFO.
Because of the full back spin, you will be riding the UFO very fast once you
have activated it. If you activated it at the right time, fly towards the 
eastern-most pumkin first, continue towards the northern one and then the last
one will become a cup. Fly to it and press B when you're above it. This is 
hard to time and you won't even get their in time if you took any wrong turn.
Believe me, though, this is possible as well.

========
COURSE 8
========

Gold: 8-18                  Silver: 19-23               Bronze: 24-30
  1: 2-3  5: 1-3              1: 2-4  5: 2-3              1: 4-5  5: 3-4
  2: 2    6: 1-2              2: 2-3  6: 2                2: 2-3  6: 2-3
  3: 1-3  7: 2-3              3: 3-4  7: 3-4              3: 4-5  7: 4-5
  4: 2    8: 1-2              4: 2-3  8: 1-2              4: 3-4  8: 2-3

HOLE 8-1

It's really good that the medal requirements are set lightly, because this
course is HARD. Especially this first hole. If you have a somewhat fool-proof
strategy, please let me know, because I can't clear it in under three shots.
From the initial position, fire a grounder with slightly less than 75% power,
exactly below the 75% mark on the power meter or you will miss at least one of
the enemies on the hill. I don't know exactly where you will land, but I'd
guess you land just to the south-east of the north-east enemy if you didn't
use the A button that is. 

If you landed on that position or nearby, aim towards the north-east enemy,
set a fly shot with full spin to the left and full backspin. Fire with slight-
ly less than 50% power. Your goal is to line up with the three enemies in a
row. You will probably stop close to the centre-most enemy. If your power was
too low, press the A button as you bounce to get in line. Then aim straight to
the north-west with a grounder and fire with full power. If everything worked
out, you'll hit the two last enemies and roll down the cup. If you got less
than a super shot, press A as you bounce into the edge. You'll get plenty of
chances to do better on later holes (and I get to show better strategies) so
don't sweat if this one goes to the underground.

Now I've received a great two shots strategy for this hole, by guru SimonC.
Press left once, hold B and press left once again to get a slight left spin. 
Now fire a 95% powered grounder (some blackness left on the meter says Simon).
You will hit three of the enemies and land in line with the last three. For 
the second, don't move Kirby at all, just fire a 99% powered grounder. Be sure
to press A as you bounce towards the green edge and you will most likely hit 
the cup. Thanks again SimonC. Also thanks to Genis Irving for a similar, but a
litte more complicated strategy. Genis is a great guy!

HOLE 8-2

This one is not as hard as the first and a two shotter should be no problems.
From the initial position, fire a grounder with 50% power. You will hit the
hi-jump enemy, continue over the booster and then jump on the surface of the
lake. To get as far as you should, you must press the A button every time you
hop on the water. If your timing is excellent, then you will get to the other
side. You don't have to be that good though. When you see that there are two
squares between you and land, activate the hi-jump ability. If your timing was
of satisfaction, the ball will first bounce on the trampoline and then hit the
hooded enemy.

The ball will then continue towards the next enemy. By pressing A for some of
the bounces you are now supposed to make Kirby stop right on that enemy or
very close to it. For the second shot, you are to bring out the longer guide
by pressing down. Then aim a grounder into the north-west edge so that you see
that Kirby will bounce into the western enemy. Fire that shot with just bet-
ween 50% and 75% on the power meter and you will probably also hit the goal
cup. If you failed with the water hopping and landed in the water, fire a fly
shot with full power and press A when you first hit the trampoline. There
after you should press A no more.

HOLE 8-3

I hate this hole, I really do. I can't guarantee anything, since it's so much
about luck, at least the first shot. From the initial position, set a fly shot
and fire with 75% power. You will hit the first enemy and then bounce in a 
type of halfpipe. I recommend you to press A as you bounce. Just wait until 
you get out of it and hope that you're relatively close to the red enemy on
top of the hill here. Getting spiked by the black ball might not be as bad as
it sounds, since it can help you on your way. Try to balance your using the A
button so that if you don't hit the second enemy, you're at least lined up 
with him and the last enemy/the cup. When you fire the second shot. Aim to-
wards the second enemy and the cup and shoot with about 50% power or some-
thing like that. Note that you'll be going down a hill and that there are 
squares on that hill. When you roll over the bottom-most black square, 
activate the hi-jump ability you got on the previous hole and you will, with a
little luck, hit the goal cup. If you happen to stop near the initial point
of the halfpipe, try shooting a fly shot with top spin over the spiked ball,
so that it hits the second enemy and continues down the hill. You can get a 
two shot score that way too. ^_^

Good guy Kapcomkid has submitted a great hole-in-one strategy. I recommend you
to try this one. Set a fly shot with full top spin. The shot power must be 
exact. Kapcomkid says 1 or 2 pixels below 75%. I'd say about 67-70%. Your
first bounce will hit the trampoline and then you MUST press A. If you don't
hit the second enemy now, then you either missed boosting or your power was
incorrect. Do over. Once you've hit the second enemy, you will bounce down the
hill. Now you should press the A button one, two or three times to bounce over
the messed up floor and get down the cup. I press A twice on the hill and then
I made it. I believe it's very much about getting the right feel for it.
Thanks a lot Kapcomkid! Also, thanks goes to Nall Ruby for your input here.

HOLE 8-4

A hole which is very easy to score a hole-in-two. It seems possible to clear
it with a hole-in-one, but after much experimenting I can't find a strategy.
With some strange left/right spin it might work. Who knows? To clear it in two
shots then. Fire a 90-100% grounder from the initial position and you will hit
the hi-jump enemy to continue towards the air vents. When you float above the
third vent, activate the hi-jump ability and you will jump up to the two last
enemies. You will hit the stone one and then stop. Set a fly shot towards the
cup with as much power as you want. Activate the stone when you're above the
cup and everything will be A-OK as Peppy would say.

Although SimonC has found no way to hole-in-one this hole, he has informed me
of how to bring the wheel ability to 8-5. If you have the wheel at 8-5 you 
have a shot at getting hole-in-one, which I haven't stated before. This is how
you keep the wheel, but still clear it in two shots. Set a fly shot with full
back spin and right spin. Then fire the shot with 50% power. Press A on your
very first bounce, then leave the button alone. If everything goes well, you
will bounce into the warp and then end up in line with the stone and wheel
abilities. Now aim towards the wheel ability and fire a grounder with about
50% of power. You will most likely bounce into the edge and then hit the cup.
Again, thanks to SimonC.

HOLE 8-5

Another hole which I most strongly believe that a hole-in-one is possible. I
don't seem smart enough to get this one straight either. :( It's pretty easy
to get it right in two shots and that's good enough for a gold medal anyway.
From the initial position, fire a 99-100% grounder. The ball will hit two 
enemies and bounce around for awhile. Set a fly shot for the second shot and
aim towards the next enemy: a pumpkin. Fire the ball with as great power as 
you can manage, and when you are right in front of the pumpkin, activate the
fireball ability and you will hit both pumpkins and continue towards the 
tornado enemy. Activate the tornado ability just after hitting the enemy who
held it. Steer the tornado towards the following two enemies with brooms and
then just continue towards the goal cup. To hit the broomed ones, you must 
steer towards the hills quickly. Getting down the cup can be a little tricky.
Make a slight turn with the tornado before going for the goal and your speed
should be decent.

A hole-in-one is not impossible. If you use SimonC's strategy to bring the 
wheel from hole 8-4, you have a decent shot at a hole-in-one on hole 8-5. It's
SimonC's strategy. It's actually quite easy, but still requires some timing.
Fire a grounder at whatever power you like. Activate the wheel ability as soon
as possible. You will hit the first two enemies and the green edge and then be
shot upwards. You are now supposed to activate the fireball ability at the
right moment. You are supposed to hit both of the pumkins in one stroke here.
It's surely best of you experiment by yourself when to activate. After that,
you will be shot towards the tornado enemy and from here, you can follow my 
own strategy above. Also thanks to Nall Ruby for the same strategy and Skeptix
for a similar one.

HOLE 8-6

To my knowledge, the first hole-in-one on the course. Be sure to follow my
guidelines exactly, though. Press L once and set a fly shot with full back-
spin. You'll be aiming at a UFO. Fire the ball and it will hit the UFO. Just
AFTER it bounces on the hill, activate that ability and it will go very fast.
The back spin created the speed, you see. Because you can't manually change 
the altitude of the UFO, it's important that you beat the enemies in a certain
order and of course that you activated the ability just after bouncing from
the hill. 

Begin by steering up the conveyor belt towards the southern-most enemy. Then
continue towards the western-most. Follow the conveyor belts up to the fol-
lowing two rotating enemies, but DO NOT continue up to the pumpkin. Then you
will have ruined it all. Instead, steer out towards the second UFO and press
B when you've hit it to renew the ability and get a new timer. The pumkin will
have turned into, and now it's fairly easy for you to get up to it. It's a 
little hard to actually get down the cup (by pressing B again), but with a 
little timing, you'll make it. If you make a mistake, just try to land the 
UFO near the initial point and redo the entire process.

HOLE 8-7

I hate this hole, I hate it. It's another one of those which I have a hard 
time getting anything under three shots on. I have a really hard two shots
strategy and semi-hard three shots. Today I also have a hole-in-one strategy
thanks to Benn Murray. Read about it further down. Let's begin with the 
harder two shots strategy. From the initial position, press L once and you'll
be aiming at a warp. Set a fly shot with a moderate top spin (hold B and press
up three times) and fire with 100%. You'll be hitting the warp and then warp 
to a warp on the other side of the course hole. Here comes the tricky part. 
You are to activate the UFO ability just as you bounce up from the warp, but 
you must be on the exact right altitude. You must be so low so that you  can 
hit enemies, but you mustn't hit any of the green edges. This is hard and 
takes a lot of practice.

When you've got the altitude right, your UFO will go relatively fast. Hit the
enemies in this order without any kind of detours: tornado, fireball, spark
and hi-jump. Then continue straight to the north-west until you reach the 
first platform. Activate the hi-jump ability when you're as close as you can
get to the platform without the UFO timer running out. With tremendous timing
and a little luck, you'll get up to the freeze and needle enemies and then be
able to rather easily take them out with a second shot. 

So that sounded way too hard? Well, I agree. So for that other strategy of 
mine, but this one will only clear it for you with three shots. From the ini-
tial position, fire a grounder with full power. You will first hit the freeze
ability and then the needle. Activate the needle ability as you roll over the
start panel. Activate it a little to the left of the panel. For the second
shot, you should aim a fly shot towards the left warp you can see on screen.
Set a full top spin as well and fire with 99-100% power. The ball will be
warped to the lower half of the course hole and bounce into the tornado enemy.
Activate the tornado at once and steer towards the fireball. Continue towards
the spark ability. If you run out of tornado towards it, activate the fireball
ability. This will probably make you hit the spark ability. When you stop, it
is just to use the third shot to get you down the cup.

So for the hole-in-oner. Benn Murray gave me a very brief explanation of how 
he did it so I'm not sure I've been done it in the same way. This works for me
though. From the initial position, press L four times to turn around com-
pletely. Then fire a shot with full power and activate the UFO ability before
hitting the first enemy. Quickly steer towards the freeze enemy and then con-
tinue towards the rest of the bad guys. Advance towards the spark enemy 
straight from the north-west so that you're lined up with the tree. Before 
hitting the spark enemy, activate the freeze ability so that you quickly glide
over the spark enemy and continue towards the tree. Activate the spark ability
before hitting the tree and you will continue towards the tornado enemy. 
Activate its ability as soon as you get it and then steer to the hi-jump 
enemy. When you've hit it, you will continue into an edge and then line up 
with the cup. Be sure to be aimed straight towards the cup and activate the 
ability when you run over the star which previously was the hi-jump enemy. 
With a lot of luck and skill, you'll bounce straight down the cup. This is 
very hard though.

HOLE 8-8

The last hole is actually rather easy to score a hole-in-one on. You must 
really handle the abilities with style though. Set a fly shot and fire with as
much power as you can manage. When you hit the tornado enemy, activate its
ability at once and you'll jump over the spikes right into a freeze enemy. 
Activate that ability before hitting the water and you will glide on its sur-
face right onto a booster and a stone enemy. Activate the stone just after 
being boosted of the hill and you will slide down to a wheel enemy. Activate
that ability as soon as you get it and you will run over a fireball enemy into
an edge.

As you hit the edge, you will be shot up in the air. When you reach the peak
of this "jump", activate the fireball ability and you will boosted right into
a UFO. Activate the UFO as soon as you can and you will continue straight into
three hooded enemies and then up a hill right into a hi-jump enemy. Then you
will continue straight towards a tree. DO NOT alter direction. Instead, 
activate the hi-jump ability when there are three squares between you and the
tree. That way, you will hopefully bounce straight down the goal cup. If you
reckon that you'll miss the cup, use the A button to alter the bounces.

======
DEDEDE
======

When you've finished the eighth course (even without a medal), King Dedede
will show himself. Enter his course and you'll get to fight him immediately.
You'll get to shoot as usual, but you will not use a power meter. It will
automatically be super shots (spin doesn't matter). Fire six fly shots at the
King and he will be defeated. Grounders will only push him. If King Dedede
reaches you he will smash your platform and you will get Game Over. The King 
has some helper robots he fires at you and if they hit you, you'll lose a 
life. To avoid this from happening, don't fire at Dedede until the helpers are
close. If you shoot King Dedede just before getting hit by the helpers, they 
will just crash. You can also shoot these with grounders, but that's just 
time consuming. Keep a cool head and avoid the helpers.

          - CONGRATULATIONS! YOU'VE FINISHED KIRBY'S DREAM COURSE! -
                    ... but wait... you still have the...

==============================================================================

                               4. EXTRA COURSES

==============================================================================

You'll unlock the extra courses if you get a silver or gold medal on all of 
the normal courses. You choose extra course from the title screen when you've
chosen the amount of players. The extra courses are identical with the normal
ones when it comes to the map structure. Enemies and objects are different and
it is more difficult to clear the holes. Medal requirements are also set dif-
ferently. Extra Courses in the 2P mode will be unlocked at the same time, but
I will not offer you a FAQ for those. It's pointless. Be sure to know of the 
in-game terminology before reading this part of the FAQ. 

Course     - There are eight courses in the game and all of them contain eight 
             holes. 
Hole       - There are eight holes in each course.
Guide      - The dotted line in front of Kirby. Kirby will follow this line 
             exactly if you perform a super shot. 
Grounder   - A shot which follows the ground. Just press down on the control 
             pad if you want to do this shot.
Fly shot   - A shot which flies and bounces. Just press up on the control pad 
             if you want to do this shot. Press A and you will see a cursor
             move up and down. Stop in the centre to shoot a natural shot. 
             If you stop it above or below the centre you will perform a top
             spin respectively a back spin. Read more about them below.
Super shot - If you shoot with 100% power so the power meter turns pink, then
             you perform a perfect super shot. If you manage to do this, your
             ball will follow the guide exactly.
Left spin  - Hold B and press left to bend the guide in that direction. The
             ball will follow the guide when you fire it. If you made a super
             shot the ball will follow the guide exactly. 
Right spin - Just as above, but the ball will bend to the right.
Top spin   - This only works when you set a fly shot. Hold B and press up
             and you will see the guide change. The impact points will move
             away from you. When you are about to shoot the ball, you will
             see the same panel. Press A when the cursor moves over the marked
             area or the spin will be different from the guide. Top spins are
             good if you want the ball to get far or if you want to jump on
             water. If you want to jump on water, be sure to set max top spin.
Back spin  - It works as above but you hold B and press down. Then the ball
             will not move as far. With a maximum back spin, the ball will
             move backwards after the first impact point. Learn this one.
Power meter- A gauge which determines the power of your shot. The higher it
             gets the more powerful the shot gets. Stop it with the A button.
Cup        - When you've hit all enemies but one, the last one will turn into
             a cup. Sink Kirby down the cup to move on to the next hole.

==============
EXTRA COURSE 1
==============

Gold: 8-13                  Silver: 14-18               Bronze: 19-25
  1: 1    5: 1-2              1: 1-2  5: 2-3              1: 2-3  5: 2-3
  2: 1-2  6: 1-2              2: 2    6: 2                2: 3    6: 3  
  3: 1-2  7: 1-2              3: 2    7: 2                3: 2-3  7: 3
  4: 1    8: 1-2              4: 1-2  8: 2-3              4: 2-3  8: 3-4

HOLE E-1-1

So you decided to play the extra courses? Good for you! The first hole is not
that difficult, although you have the illusive tornado ability to tackle. For
a rather easy hole-in-one, fire a grounder with 95-99% power and activate the
tornado as soon as you hit its enemy. The speed you now have should be optimal
for hitting the second enemy and go down the cup. It should work.

HOLE E-1-2

It's not easy to get a hole-in-one here, although the idea behind it is very
simple. Set a grounder, press L once and left eight times. Fire with 99-100%
power and you will hit the two first enemies before heading down a pit. Act-
tivate the tornado ability just as you take your first step down the pit and
then steer yourself to the cup. That's very hard, but very much possible. If
you are mortal, miss and land in the pit. Use the second shot to aim towards
the cup with a fly shot and fire with around 50% power depending on where in
the pit you are positioned.

Brian Kettel recently informed of a much safer way to score a hole-in-one 
here. Still difficult, but it's easier. From the initial position, press left
22 times and hold B as you press right three times for a moderate spin. Now
fire with 99-100% of power and you will hit two enemies and the arrow panel.
Just before (we're talking half a milimetre), activate the tornado and you 
will hit probably hit the cup. Don't press the A button and don't try to steer
the tornado. Thanks Brian!

HOLE E-1-3

I doubt a hole-in-one is even possible here. It's not that interesting anyway
since you really need to bring that UFO ability to the next hole, right? For
two shots then. Fire a grounder with 99-100% power. You should hit the two
rotating enemies and then the stone. Activate the stone ability as soon as you
get it so that you stop dead immediately. For the second shot, you should aim
a fly shot towards the UFO and fire with 99-100% power. As soon as you hit the
UFO, activate its ability and then steer towards the cup. Just press B above
the cup and you're finished. If you activate the UFO too late, you won't get
to the cup and instead crash into a wall. Then you must shoot a fly shot and 
activate the UFO at the peak of the shot, but this won't happen, will it?

Nall Ruby has sent me a completely insane hole-in-one strategy, which is very
difficult to pull off. I have not confirmed it, because I just can make it in
time. My UFO keeps running out. I will post Ruby's strategy as it is here. The
first time I do something like that. It's just that I really think it is 
possible. Here goes:

"This hole-in-one is pure suicide. All abilities are put to the ultimate test
here, including prediction and timing. If you fail, you'll lose the hole-in-
one chance for hole 4 since you'll lose UFO. Here it goes. Set up a jump shot
to hit UFO. Add some frontspin to get onto the high platform, but not too much
since you'll bounce off (about 2-3 clicks should do). Get 99-100% to get UFO 
and bounce the moment you hit once (right after getting UFO). This will get 
the highest Kabu and pilot you Out of Bounds. Now for the tricky part. Time 
and predict the level you're at parallel to the starting platform. You have to
activate UFO at the right time. It must be high enough to clear the wall, low 
enough to hit the Kabu, and fast enough to avoid zero count early. If your
timing was right, you'll circle around, clear the barrier, hit the two Kabu, 
and drop into the hole. Insanely difficult to attempt. Even more so to 
accomplish."

HOLE E-1-4

I actually have two different ways to get a hole-in-one here. One will make 
you leave the hole with the fireball ability and the other one with the hi-
jump ability. For the latter you need the UFO ability from the previous hole.
It doesn't really matter which you choose. I recommend the fireball since the
strategy is easier to pull off and you must have a fireball to complete a 
hole-in-one on hole 6. Okay, for the fireball ability. From the initial 
position, fire a grounder with 99-100% power. You will first hit the hi-jump 
enemy and then the one with the broom. You will there after warp and fall on 
some spikes. These will push you to the fireball enemy. Activate the fireball
immediately and you will be shot to the cup via some spikes. You might have to
use the A button to actually bounce down the cup.

If you want the hi-jump ability instead, from the initial position, press L
four times to turn around. Set a grounder and fire with as much power as 
possible. Activate the UFO immediately and fly towards the rotating enemy.
Then smack the hi-jump enemy and then the one with the broom. Getting down the
cup can be a little tricky. You should activate the hi-jump ability when 
there are exactly five squares between the ball and the cup. For example when
you've defeated the enemy with the broom. Good luck with that. 

HOLE E-1-5

This hole is pretty easy to score a hole-in-one on. But there is a but. In 
order to make this an easy hole-in-one you can't bring the fireball ability
to hole 6. Now I know of way to get a hole-in-one for hole 6 without the fire-
ball, so use whichever of teh strategies you prefer. I'll type up both of 
them. Okay, for the difficult hole-in-one which will let you keep the fire-
ball. Set a fly shot with full top spin. Fire with full power and you will 
hit both of the octopuses. You will continue to an edge and roll back onto an
arrow panel. As you roll on it, activate the fireball ability and you will be
shot right into the hill near the spiked ball. Hit the A button just as you're
shot into it and you may, with great luck, make it over the barrier and bounce
towards the cup. You must press A every time you bounce towards the cup and 
you will at least have a slight chance of scoring a hole-in-one. Even if you 
make it in two shots, you can comfort yourself that you will have an easier 
time on the next hole thanks to the fireball.

To get a hole-in-one and NOT keep the fireball ability, from the initial 
position, press L four times to turn around. Fire a grounder with 99-100% 
power and you will hit the hi-jump enemy as you bounce back towards the start
panel. Just before going up the hill towards the spiked ball, activate the hi-
jump ability and you will jump all the way to the octopus on the other side. 
You will most likely bounce on the hill which will shoot you to the cup. Use 
the A button if there seem to be problems with getting the ball down the cup.

HOLE E-1-6

If you kept the fireball ability from the fourth hole, then you have a great
shot on a hole-in-one. If you didn't, then you have to settle for two shots.
Wait, I've recently found out that you can get a hole-in-one without the fire
ball ability. Read further below. First for the hole-in-one strategy with
fire abll. Press R once and then left nine times. Set a fly shot and fire with
99-100% power. You will be warped to the other side. You should activate the 
fireball as soon as you've warped but you must keep one thing in mind. You 
mustn't roll down the hill first and you mustn't be above the warp when you 
activate the ability. You must be levelled with the warp. If you are, then you
will hit the octopus, the parasol dude and fall off the cliff. Activate the 
parasol at once and float carefully down the cup for that hole-in-one.

If you don't have the fireball, perform the first shot just as you did with 
the fireball, but naturally you can't activate that ability. Instead, just 
wait until the ball stops somewhere near the octopus on the upper floor. Then
just fire a 75-100% powered grounder towards that octopus. You will also hit
the parasol and then it's easy to just float down to the cup and at least 
finish the hole in two shots.

Now I've found out from the emminent Nall Ruby that there is a way to get this
hole-in-one without the fireball, a pretty easy way actually. I should've seen
it. Press R once and set a full left spin. You will be aimed straight at the
bottom warp. Now fire this grounder with 99-100% of power. You will hit the
warp and hit the octopus as well as the parasol. Then you will hopefully roll
down a slope, off the cliff and down to the cup. Activate the parasol as you
leave the cliff and float carefully down the cup. Thanks Nall!

HOLE E-1-7

Getting this hole right in two shots is not difficult, getting a hole-in-one
demands a friggin' miracle. Maybe not, but I'll explain the shot to you. You
begin by pressing L four times to turn around completely. Then you set a fly
shot with full backspin and fire with 75-90% of power. The ball will bounce on
the hill and hit the enemy. It is optional for you to press A as you hit the
hill. Either way, you will bounce further to a freeze enemy and a lake. You
activate the freeze ability before hitting the lake and then you continue to-
wards the cup. If your speed is too low (you didn't use the A button and your
power was too low), then you will stop in front of the goal or simply glide
over it. If your speed was too high (you did press the A button and your power
was too high) then you will completely overshoot the cup. Either way, the sec-
ond shot is easy. To get a hole-in-one you must bounce on the lake, the ground
and then straight down the cup. This demands a tremendous balance between the
power meter, your pressing the A button and your activating the freeze ability
in the right second. I suggest you try until you get it right. Oh, one more
thing, if your speed is high enough you don't have to activate the freeze 
ability. If that's the case, then you can bounce on the surface of the lake.
I managed to do my hole-in-one when I was frozen, though.

HOLE E-1-8

I doubt a hole-in-one is possible here, how about you? So let's just get this
over with. Press R three 3 and right 20 times. Then set a fly shot and hold B 
as you press down 6 times and right 1 or 2 times. Fire the ball with slightly
more than 50% power. The ball will hopefully hit the enemy on the hill, then 
roll down to the fireball and continue towards the hill leading to the cup. 
For the second shot, set a fly shot and aim towards the cup. I suggest that 
you set a moderate back spin to increase your chances of the ball getting down
the hole. If you are positioned just next to the hill (ramp), hold B and press
down three times. Then fire the ball with as much power as you can manage and 
you will have finished this hole rather easily. 

So there might be a hole-in-one possibility which I didn't really share with
you. Just after you've taken the fireball ability, try activating it. With a 
great deal of luck you might make a hole-in-one. Remember to use the A button
and also remember the overwhelming risk of falling off the map. I have never
scored a hole-in-one here, though.

Nall Ruby has informed me of a very difficult way of scoring a hole-in-one. 
I've succeeded with and I can asure you that it requires a great deal of luck.
Be sure to have the freeze ability from the last hole. Fire a 99-100% shot and
just before hitting the fireball enemy, activate freeze and continue down the
pit. When you hit the ground of the pit, activate the fireball and you will 
hit the needle enemy, bounce into Whispy and into the warp. You will now cont-
inue towards the water panel, drain the lake and roll towards the cup. Nall 
says that if you hit the A button every time you bounce, the you will roll 
down the cup on the hill. I'm not so sure about that since it's really easy 
to overshoot the cup if you bounce too much. Experiment and I'm sure you'll 
go down the cup soon enough. Don't use needle, warns Ruby.

==============
EXTRA COURSE 2
==============

Gold: 8-15                  Silver: 16-20               Bronze: 21-27
  1: 1-2  5: 2                1: 2    5: 2-3              1: 2-3  5: 3-4
  2: 1-2  6: 1-2              2: 2-3  6: 2-3              2: 3-4  6: 3-4
  3: 1-2  7: 1                3: 2-3  7: 1-2              3: 3    7: 2  
  4: 1    8: 1-2              4: 1-2  8: 2                4: 2-3  8: 2-3

HOLE E-2-1

Getting a hole-in-one here can be a tad tricky. You must be very exact. Press
L four times from the initial position and you will be aiming towards the red
enemy. Set a fly shot with full back spin. Now you MUSTN'T shoot a super shot.
The amount of power must be 99% and you must press the A button as you bounce
on the hill. Then you will hit the red enemy and bounce back towards the pump-
kin. ONLY press A when you bounce on the hill. If you press A again, you will
have spoiled it. If you did as I said, then you will defeat the pumkin, bounce
on the arrow panel and then down the cup. If you pressed A more than once,
then you will land in the sand above the hill. If you think that it's enough
with a hole-in-two, just fire a 70% powered fly shot towards the hooded enemy
and then a grounder with the same amount of power towards the cup. But there's
no reason why you shouldn't aim for a hole-in-one.

HOLE E-2-2

Getting a hole-in-one here can be a little tricky as well. The big problem is
that you have to be very exact and the even bigger problem is that I can't
describe this to you in an exact manner. I'll give it a try, though. From the
initial position, set a fly shot with full back spin. Fire with 99-100% power
and you will hit the hill and the fireball enemy. If the power was slightly
lower, you're screwed. Press A as you bounce on the hill. Thus you will be 
bounced back towards the start panel, but high above. Activate the fireball
just after you've passed above the start panel and you will with a little luck
get over the trees. The rest is a mix between timing with the A button and a
little help from lady luck. It requires a lot of luck if you're going to hit
both enemies. I've actually once hit the spinning one and gone down the cup 
which was the broomed one and one time the other way around. So the pos-
sibilities are vast. Good luck!

HOLE E-2-3

No matter how you do you'll probably clear this hole in two shots. As 
long as you have the assist of your fireball ability that is. You even have a
pretty decent chance at a hole-in-one with this "strategy". You can also try
to spin to ball to some degree. Seriously, I have no idea how one should do to
get a hole-in-one intentionally. I will give you a first shot which at least
takes out three of the enemies and maybe it will go down the cup. Probably it
will lead to hole-in-two. If you know of a better strategy, please contact me.
Alright, from the initial position, press R once and right three times. Hold
B and press right twice. Fire with 99-100% power. The ball will hit the two
first enemies. When it's directed towards any of the other two enemies, act-
ivate the fireball ability and you will run over the enemy in question. With
incredible luck, you'll go down the cup, otherwise, the second shot should be
easy to perform.

HOLE E-2-4

A hole-in-one here is easy. Easiest so far on this course at least. Set a fly
shot and hold B as you press down five times. The back spin will be almost
full. Fire the ball with 99-100% power. You will probably hit the pumpkin,
the rotating enemy and the hi-jump enemy. Then you will roll towards a wall
and when you have about three squares between you and the wall, activate the
hi-jump and you will jump to the stone on top. Then you will roll down to the
cup. Activate the stone ability while being above this cup and you will be
finished. You might have to press the A button now and then just to not get
caught in the sand bunkers, think about that.

HOLE E-2-5

I doubt that a hole-in-one is possible here, but a hole-in-two is rather easy
actually. Press R once and fire a grounder with 75-90% power. You'll bump into
an edge and then a freeze enemy. Before going down the lake, activate the
freeze ability and you'll probably glide towards a hi-jump enemy and stop dead
on its exact position. This should happen, but your speed may be too high or
low and then it's not good fun for you. If you stopped on the hi-jump enemy
you'll be lined up with the hooded enemy and the other hi-jump. Fire a 
grounder with 75% power and activate the hi-jump ability while being on the
first sand strip. You'll jump up to the hooded one and then straight down the
cup. If you didn't stop at the hi-jump enemy, you'll most likely have to
settle with clearing the hole in three shots.

HOLE E-2-6

Yep, a hole in one is very much possible. It's actually not as hard as getting
a hole-in-one on the normal counter part of this hole. At least not if you 
know how to get it right. The trick is to get rid of the northern-most pumpkin
first and then warp. From the initial position, press R 4 times and then right
17 times. Set a fly shot with full back spin and fire with 75% power. You'll
bounce into the hill, hit the pumpkin and then warp. You'll be warped right
into the face of a wheel enemy. Activate the wheel ability immediately and 
you'll be boosted into a parasol and then off the cliff. Activate the parasol
immediately and then hover to the hooded enemy, the pumpkin and then to the 
cup. This requires that you take no detours at all while you hover towards the
enemies. And you must change direction when you've broken the pumpkin and are
on your way to the cup. This is not that hard actually. 

HOLE E-2-7

Getting a hole-in-one here is surprisingly easy and you hardly have to care 
about Kracko, the vicious cloud. Press right seven times and fire a grounder
with 99-100% power. You'll go down the cup. Easy!

HOLE E-2-8

Another hole where a hole-in-one is relatively easy. Set a fly shot with full
top spin and fire with 99-100%. As you hit the first hill press A, but be 
careful with the A button elsewhere. You will hit the middle octopus on the 
big hill and then the upper-most one. You will roll down the hill to the last
octopus and an air vent. Let the air vent pick you up above the cup and when 
you are on the peak of the jump activate the parasol you got on a previous 
hole. Now you can carefully hover down to the cup.

==============
EXTRA COURSE 3
==============

Gold: 8-17                  Silver: 18-22               Bronze: 23-29
  1: 2    5: 2                1: 2-3  5: 2-3              1: 3-4  5: 3-4
  2: 2-3  6: 1-2              2: 2-3  6: 2-3              2: 3-4  6: 2-3
  3: 1-2  7: 2-3              3: 1-2  7: 3-4              3: 2    7: 3-4
  4: 1-2  8: 1-2              4: 1-2  8: 2-3              4: 2-3  8: 2-3

HOLE E-3-1

I doubt a hole-in-one is possible here, but we can definitely sink it in two
shots. It looks kind of funny too. =) From the initial position, set a fly 
shot with full back spin. Then fire the ball with just a slightly bit below
75% of power. You will hit the hooded one, then fall down to the trampoline 
below and automatically be boosted back up to the start panel. If you did 
everything right, then you will actually land right on the start panel. For 
the second shot you should be lined up with the two last enemies. Aim in a 
straight line towards them and set a fly shot. Hold B and press up twice to
create a slight top spin and then fire with 99-100% power. You will hit the 
first octopus and hopefully bounce to the cup. Don't be afraid to use the A
button if your power was too low on the second shot.

HOLE E-3-2

Getting anything in under three shots on this one is very difficult. I'll let
you in on my two shots strategy which you of course can use for more shots as
well (and as usual). Whatever you do, don't get on a conveyor belt - they will
only lead you back to the initial position. Okay, press right four times and
then set a fly shot with full top spin. Also, hold B and press left once to 
spin it slightly to left as well. Fire with 100%, it might be possible with 99
as well. Press A every time you hit the ground and you with a little luck land
on the needle enemy or very close to it. If you landed on the needle enemy,
then it's just to fire a fly shot straight into the goal, but that will pro-
bably not happen.

If you landed close to the needle, aim a fly shot at the enemy with the broom
and set it to full backspin. Alter the spin to the left so that you will bou-
nce back towards the needle enemy which then will be a cup. The rest is then
up to you. Use as much power as you find necessary and press the A button if
you need to. Try to stay on the green floor on as short periods as possible,
because it's not funny to miss targets. Mmmm'kay? If you must take the needle
enemy first of some reason, try to use that ability when you are close to the
cup and you will easily clear the hole in three shots instead.

HOLE E-3-3

Oh, you wouldn't believe what hustle I had with this one. It might not look
difficult to get a hole-in-one, but I had a really hard time developing a 
strategy for it. You have to be very exact, not with power, but with the rest.
From the initial position, press R 2 times and right seven times. Fire a 
grounder with about 99% of power. It will hit the hi-jump enemy and then con-
tinue towards the start panel. When you roll over the exact centre of the 
panel, activate the hi-jump ability and you will sink yourself into the cup.
You should really activate the ability when you are rolling one or two mili-
meters before the centre of the start panel, but it might work in the centre 
as well. Don't expect to do this on your first try, though.

Nall Ruby came up with a much safer method to hole-in-one. A method which I've
adjusted slightly to guarantee success. I recommend you to use it. From the 
initial position press R twice and right 13 times. Set a fly shot, and then 
hold B as you press down all the way and left 5 times. Fire the shot with 99-
100% power and you will hit the hi-jump enemy and then bounce backwards to-
wards the cup. Activate the hi-jump ability when you're above the white square
just to the north-east of the hi-jump enemy. You will bounce once and then 
drop straight down the cup. Thanks Nall.

HOLE E-3-4

Okay, I've got to admit. I am rather proud of this hole-in-one. I've been
prouder, but it isn't bad. Press R once and left three times. Hold B and press
left four times to create a rather big left spin. Now fire a grounder with 
95-99% power (it MUSTN'T be a super shot). The ball will hit both enemies, but
sadly not the switch. It will continue to the conveyor belt and place itself
in the middle of it. If it placed itself on the side, it isn't good and you
probably fired a super shot. The belt will take the ball to a wheel enemy. As
soon as you get its power, activate it and you will boosted to the two last
enemies. You will actually pick up a stone ability and ram right into the wall
above the cup. Activate the stone ability and you will slide down the hill 
right into the cup. Wasn't that just peachy? Remember, NOT a super shot!

HOLE E-3-5

If a hole-in-one is possible here, then my name is Abdula. A hole-in-two is 
really difficult and really tests your super shot ability. Press left 11 times
and then hold B as you press left again for a slight spin. Set a grounder and
shoot a super shot. 99% power might work, but don't take any chances. The ball
will hit both enemies. As soon as you've got the freeze ability, activate it
and you will glide over the lake into the needle enemy. Activate that ability
as soon as you get it and you will stop on the exact same place as the needle
enemy. For the second shot you will initially aim to the north. Press left
15 times and then be sure to fire a grounder super shot. Nothing else works,
so if you fail with the super shot, activate the needle ability as close to 
the stone enemy as possible. If you managed to do the super shot, then you 
will hit the stone enemy, and its ability should be activated as soon as pos-
sible. Then you will get the privilege of gliding down to the cup. If you 
activate the stone ability too late, then you will just glide past the cup.

HOLE E-3-6

Okay, this hole-in-one may seem a little bizzare, but I can't get it to work
in any other way. It requires some timing with the A button I reckon. From the
initial position, press L four times to turn around. Then fire a grounder with
75%. You will automatically hit the hooded and then land on the hi-jump enemy.
As you land on him, press A and you will be boosted up to the octopus. Contin-
ue to press A every time you bounce and you will continue into a tree and then
roll back. Activate the hi-jump ability when you've bounced into the tree AND
when there is one squares between you and the tree. You will bounce on a hill,
down to the air vents and hopefully reach the cup on the other side. There are
no guarantees, though. You'll just have to use your common sense whether or 
not you should use the A button at the end. It's all about how great your 
power is. I would lie if I said that it was just up to your skill to achieve 
this goal.

HOLE E-3-7

I hated this hole as the normal counter part and now I have to play it in 
extra. Ouch! I can't guarantee you to clear this hole in two shots, but I will
do my best to guide you there. Press R twice and then right 6 times. Set a 
fly shot with full top spin and fire with 100% or very close to it. You will
bounce towards an edge, an arrow panel, a freeze enemy and then into the lake.
Activate the freeze ability just before taking a swim and you will hopefully
glide all the way to the rotating enemy on the other side. There are no 
guarantees that your first shot will look like this, but it will - hopefully.

For the second shot. Press R twice and you'll be aiming into an edge. The 
difficult part here is that if your power is too low, then you will miss the
enemies and if it's too high you'll be boosted over an edge. Tricky. About 99%
power seems to work best, but then you mustn't press A anywhere. A grounder of
course. Activate the freeze ability just before touching the surface of the 
lake and you will hopefully glide to both of the enemies and score. It's very
probable that you'll have to settle with three shots.

HOLE E-3-8

Another hole on which a hole-in-one seems pretty out of reach. A two shotter 
is very easy though. From the initial position, press left 25 times. Then fire
a fly shot with full backspin and 99-100%. You will hit the UFO, but don't
activate it before you're just about to bounce on the ground. This way, you'll
reach sufficient speed. Begin by attacking the three enemies on screen in this
order: western, northern, eastern. Then continue to the north-west and you'll
find the other four. Begin by attacking the southern most and then land in the
small valley just below. The second shot is easy. Just fire a grounder towards
the south-west with 50% power. Activate the UFO immediately and begin by def-
eating the enemy on the hill and then attack the two last. It's of course just
to land in the cup there after. If you have to land on another sight. See it 
like this: you want the UFO to stick to the ground, so always fire grounders 
and activate the UFO while it is on the ground.

Now I know of a hole-in-one strategy for this hole thanks to reader Dratini927
though it's really, really difficult and almost impossible without a ROM and
save states. Okay here goes, press left 18 times and set a fly shot. You will
be aiming at the UFO. Now set a full backspin and perform a 75% powered shot.
Now the timing is crucial when you activate the UFO. You are to activate it 
just as you touch the ground. The backspin will make the UFO extremely fast.
If the UFO doesn't "hug" the floor it means you activate too late or early.
Restart if it doens't hug the ground. 

Now it's just to hit the heads in the right order and don't take ANY detours. 
This is very hard because you will not go straight. It's just to practice and
try seeing where you're heading. This is the order: near closest to the warp,
the eastern most one, the cloest one to the previous, the one near the water
panel, the two to the north and the one on the hill will be a cup. Hitting the
cup is almost impossible. You are to deactivate the UFO (press B) while beeing
on the cup or just above it. Timing is hard because it's going so fast. I
promise that it's possible. Both Dratini and I have made it, though it took 
some save states from me. =) Be sure to have a full backspin and activating
UFO just as you hit the ground.

==============
EXTRA COURSE 4
==============

Gold: 8-17                  Silver: 18-22               Bronze: 23-29
  1: 1-2  5: 2                1: 2-3  5: 2-3              1: 3-4  5: 3-4
  2: 1-3  6: 2                2: 2-3  6: 2-3              2: 3-4  6: 3-4
  3: 1-2  7: 1-2              3: 2    7: 1-2              3: 2-3  7: 2-3
  4: 2-3  8: 1                4: 2-3  8: 1-2              4: 3-5  8: 2

HOLE E-4-1

Getting a hole-in-one here is quite difficult. Further more, to get a hole-
in-one, you cannot bring the tornado to the following hole and then you will
score worse over there. Therefore I'll give you two strategies: hole-in-one
without the tornado ability and hole-in-two with the tornado. Let's begin 
with the former. From the initial position, press L 3 times, right 7 times, 
hold B and press left 2 times. Then fire the grounder with exact 100% power, 
a super shot in other words. The ball will hit the tornado and you will start
riding up a hill. Just before riding up, activate the ability, and steer along
the hill towards the hi-jump enemy. You must be on the hill to get over there.
When you've got the hi-jump ability steer towards the right tree and when
there is exactly one square between you and the tree, activate the jump abil-
ity and you will probably jump right down the cup - with a little luck. I do
not recommend this however. 

Nice guy Raptor sent me a much safer way to gain a hole-in-one. Sadly you will
still not be able to keep the tornado. Press L four times and left ten times.
Set a fly shot with full left spin. Hold B and press up twice for a moderate
top spin. Fire with 99-100% power, preferably the latter. You will bounce on
the hill and then on the tornado enemy. Press A as you bounce a second time.
You will be boosted up a hill and then go down again. As you start going up
the next hill, activate the tornado and you will get extra speed. Try no to
steer too much. Now ride on the right hill or switch to the other hill towards
the hi-jump enemy. When you've got the hi-jump ability steer towards the right
tree and when there is exactly one square between you and the tree, activate 
the jump ability and you will probably jump right down the cup - with a little
luck. See how I just copied and pasted at the end there? =) You see, I don't 
know how to clear the following hole with a hole-in-one, not even a hole-in 
two. Therefore, it may be a good idea to try the following strategy instead.

The hole-in-two strategy with the tornado ability is not very different from
the above. Do the first shot just like you did for the hole-in-one, but when
you are supposed to hit the hi-jump enemy, go past it and be sure to stop bet-
ween the hi-jump enemy and the tree. For the next shot, you are to simply 
shoot a fly shot with full back spin and a slight left/right spin, towards 
the enemy with a broom. Fire with as much power as you need and you will hit
the enemy and bounce back up towards the cup. Activate the tornado and steer 
into the cup. Be sure to press the A button as you hit the enemy with the 
broom or you will probably not get up.

Nall Ruby informed of a way to get a hole-in-one, but still keep the tornado.
It's very hard and I haven't really had the patience to do it. But I'm sure
that it works, at least in theory. Set a fly shot with full back spin. Fire
with 95% power and you'll hit the hi-jump enemy and then go backwards. Acti-
vate the hi-jump almost immediately after the first bounce. Press A every time
you bounce from now on. You will hopefully make a bounce on the other side of
the tree, then right before the sand pit and right after. You will hopefully
hit the tornado just before stopping. Before stopping, activate the tornado
and now try to get all the way to the cup. This is the really tricky part. I
think you should try and cruise from hill to hill. Nall mentioned something
about hitting Whispy a lot. Good luck!

HOLE E-4-2

A hole-in-one is possible on this hole, but then you must've brought the tor-
nado ability from the previous hole, and then you couldn't have got a hole-in-
one over there. I recommend you to do like this, because if you don't have the
tornado, I don't even know how to clear the hole in two shots. Find my three
shots strategy further below. First for the hole-in-one. Press R twice, right
13 times and hold B as you press left once. Fire a grounder with 99-100% and 
the ball will fly towards an octopus and a hi-jump enemy. Activate the tornado
just before hitting the hi-jump enemy and then steer the tornado towards the 
two enemies on the north-west hill. Then towards the south-west enemy and then
down the cup. Sadly, the probability that you will stop just in front of the 
goal is rather high.

If you don't have the tornado, then you must approach this a little differ-
ently. Believe me, I've been trying for a long time, but I can't find a way to
clear this hole in under three shots. Feel free to experiment with the hi-jump
ability, though. Another thing: it's probably easier to clear this one by
yourself than following the strategy. Anyway, set the exact same first shot as
you did with the hole-in-one strategy. Fire a grounder with about 99% power.
The ball will hit an octopus and a hi-jump enemy and then roll back to the
start panel. If you get the chance to use the hi-jump ability to jump to other
enemies, take that chance. For the second shot if you are on the start panel,
aim straight towards the western octopus, press left 13 times, hold B and 
press right 4 times. Shoot a grounder with as much power as possible and you
will hit three of the enemies. The last one will turn into a cup. Use a fly
shot to hit the cup on the hill and the amount of power is up to you to cal-
culate. This hole was probably my worst effort in the whole FAQ. I thoroughly
apologise.

HOLE E-4-3

Getting a hole-in-one here is not easy. It requires tremendous timing. From
the initial position, press left 26 times. Set a fly shot and then hold B as
you press down 6 times and right 1 time. Fire with 75%. You will hit the stone
enemy, roll down to the hi-jump enemy and then hit the warp. Now comes the
deadly timing part. You are to activate the hi-jump ability just before or 
JUST after hitting the rotating head. We are taking about nano-sekund-timing.
Then you will bounce on the other side of the cup, bounce into the edge on
the second bounce and then bounce back towards the cup. It's essential where
you press A during this process. DO NOT press A on the first impact point. DO
press A when you bounce into the edge and are on your way to the cup. The risk
of your jumping off the entire course hole is overwhelming, so aim for a hole-
in-two if you're afraid of losing life.

HOLE E-4-4

This hole is a little peculiar. A hole-in-one might be possible, but I 
sure haven't succeeded. Sorry. To get a rather difficult hole-in-two, then.
Press L four times to turn around. Fire a 50% powered grounder and you will
hit the fireball enemy, continue down the hill and take out two octopuses.
You will stop near a wall, next to an octopus and a warp. Do not press A any
times during this little run. The next shot is quite difficult to explain. You
should aim up the hill with a 50% powered grounder, but only to roll back
straight towards the octopus and the warp. I can't tell you exactly how to aim
because I can't tell where you exactly are. You just have to use better judge-
ment. If you've succeeded with the shot and are on your way to the warp, acti-
vatethe fireball ability and you will warp and hit a stone in high speed. Then
you will run straight into a warp and fly over the cup. Here's where your re-
flexes are really put a test. Activate the stone ability while being just over
the cup.

Raptor sent med a slightly more safe strategy to score a hole-in-two. Let's 
begin. Press L four times to aim towards the fireball enemy. Fire a grounder
with exactly 50% power. No more no less or it won't work. You will hit the 
fireball enemy and then continue into a wall. Press A as you bounce into it 
and you will hit the first octopus, but miss the second one barely. Then roll
down towards the third one and the warp. Press A as you bounce on the floor 
here and you will reach the warp. Activate the fireball ability just after 
being warped. You will hit the fourth octopus, the stone enemy and then fly 
off towards the fifth one. Activate the stone ability while being just above
this fifth one and you will stop. The second shot will be aimed straight to-
wards the cup which previously was the second octopus. Fire a fly shot with 
power just between the 50% and 75% markers. Thanks a bunch Raptor!

HOLE E-4-5

I doubt you can get a hole-in-one here. Have I sucked on this course or is it
just I who think so? From the initial position, press L four times to turn 
around completely. Then press right eight times and fire a grounder with exact
100% power. It MUST be a super shot. The ball will hit the upper-most needle
enemy, roll down to the next one, to the arrow panel, hit the red enemy and 
then roll back towards the start panel. Activate the needle ability on the 
start panel. It's essential. The second shot requires some exact movement from
your side. Aim towards the last enemies, set a fly shot and hold B as youpress
up twice. Fire a shot with 50% power and you will get straight down the cup.
The difficult part is that clearing this hole in a safe way doesn't really 
seem possible. In such case, you should aim towards the needle enemy which 
became a cup first and then try to get stuck on the hill using the needle 
close to the cup. Try that if you just want to finish the hole.

Brian Kettel sent me a strategy for a safer hole-in-two here. I'm not sure 
I agree, but here it is either way. Set a fly shot from the initial position
and hold B as you press down six times and left once. Fire the shot with 50%
power and press A as you bounce on the fireball enemy. Activate the fireball
ability at the peak of the bounce and you will be fired up the hill and hit 
both of the needle enemies. Then you will drop down to the arrow panel and 
there after shot towards the octopus. You will bounce back towards the start
panel and should activate the needle ability as you hit said panel. The sec-
ond shot will automatically be aimed towards the cup. You must fire a fly shot
with exact 100% power (a super shot) or you will miss the cup and lose a life.
Therefore, it is not much safer. 

HOLE E-4-6

Probably impossible to get a hole-in-one on, but a hole-in-two is surprisingly
easy. From the initial position, press R once and fire a fly shot with 99-100%
power. When you've hit the fireball enemy and are on the ground, activate the
fireball ability at once. You will bounce towards the edges, hit the stone 
enemy, roll on a booster and get to the other side of the course hole. Acti-
vate the stone ability when you roll between the hooded enemies to get ready
for the second shot. For the second shot, aim towards any of the hooded once
with a fly shot with full back spin. Fire with exactly 75% power. Two things
may happen. You will probably calmly hit the hooded one and then bounce to-
wards the cup. If that happens, it's important that you press A everytime you
bounce or you won't reach the cup. The other thing that may happen is that you
crush into an edge and then fly like a russian rocket straight towards the 
cup. Just activate the stone ability when you are above the cup and everything
will be alright. 

HOLE E-4-7

A long last, I've made a hole-in-one. From the initial position, press R once
and then left 10 times. Hold B and press left four times. Fire a grounder with
99-100% and you will hit two of the red enemies and then a warp. The warp will
take to a needle enemy and then down the hill. Press A as you bounce down the
hill or you will miss the cup at the end. If you did it right, then you will 
overshoot the cup, bounce into an edge and enter the cup from behind.

HOLE E-4-8

I love this hole - it's so easy. I can almost guarantee a hole-in-one. A nice
little finish of the course from hell. From the initial position, press L four
times to turn around completely. Set a fly shot with full top spin and fire 
with 99-100%. Press A every time you bounce on the water and you will soon hit
a hi-jump enemy. You'll then continue up a hill, but down it again and towards
a UFO. When you are aimed towards the UFO and positioned on the same square 
where the hi-jump enemy stood, activate the hi-jump and you will hit the UFO.
As soon as you hit the UFO, activate it and then don't touch anything. You'll
be going in a slow motion towards the cup. Just press B when you're above it
and the course will finally be over. Thank God the medal requirements are set
lightly. 

==============
EXTRA COURSE 5
==============

Gold: 8-15                  Silver: 16-20               Bronze: 21-27
  1: 1-2  5: 1-2              1: 2    5: 2                1: 2-3  5: 3-4
  2: 1    6: 1-2              2: 1-2  6: 2                2: 2-3  6: 2-3
  3: 1-3  7: 2-4              3: 2-3  7: 4-5              3: 3-4  7: 4-6
  4: 1-2  8: 1-2              4: 2    8: 1-2              4: 2-3  8: 2-3

HOLE E-5-1

As you can see, the medal requirements are rather tight on this course, so 
don't be slacking off. It's not half as difficult as the fourth anyway. The 
first hole is very hard to score a hole-in-one on though. Press L twice and 
set a fly shot. Hold B as you press down 3 and right 4 times. Fire with 99-
100% and you will hit the first needle enemy and then bounce on the booster.
You will be boosted on some arrow panels and then to a UFO. Activate the UFO
when you are close to the ground and then attack the rest of the enemies. De-
feat these four as you wish but leave the north-western one for last. The 
tricky part about getting a hole-in-one is the needle ability you have. If you
use it on the hole, you'll only get stuck. Do this if you're happy with two
shots. So you want to aim for a hole-in-one. Okay, when you only have the cup
left, which should be the north-west enemy on the hill, crash your UFO into 
the wall just above the cup. That way, you'll roll down into the cup. This 
only works if you're exactly above the cup. DO NOT use the needle ability. 
This is very difficult, though.

HOLE E-5-2

Another (really easy) hole-in-one. Set a fly shot with full top spin and fire
with 99-100%. Just in case, press A as you bounce on the water. You'll hit the
hi-jump enemy and roll towards a hill. Just before rolling up this hill, 
activate your new ability and you'll jump up to the two last enemies. You'll
hit the enemy with the broom and then bounce down the cup. Use A here as well.
This hole is not really of extra course difficulty or what do you say?

HOLE E-5-3

So I was thinking for awhile and I came to the conclusion that a hole-in-one 
probably isn't possible on this hole. So I might possibly be wrong, then you 
should e-mail me. Here's a hole-in-two, though. Press L four times to turn 
around. Set a fly shot with full back spin and fire it with 50%. You'll hit
the hi-jump enemy and then roll down. Activate the hi-jump ability just after
hitting the rotating enemy. You will then hit a pumpkin and stop in that pit.
You'll probably be standing just north of the square where you beat the pump-
kin and then you should set a fly shot. Hold B and press up 3 times and right
5 times. You can see on the guide if this is right for you too. Fire with as
much power as possible and you'll hopefully hit the next pumpkin and the cup.

So Nall Ruby came up with a hole-in-one here as well. It's very difficult, but
I have confirmed it, so let's get on with it. Press L four times to target the
hi-jump enemy. Set a fly shot with full back spin and then fire with 50%. You
will hit the hi-jump and roll down towards the rotating enemy. Press A every
time you bounce on the hill towards the rotating one. This way, you'll hit it,
roll up the hill towards the first pumpkin. Then roll back down towards the
place where the rotating enemy was positioned. This is complicated so pay 
attention. You will continue up the hill towards the start position and then
back to where the rotating one was standing. Activate the hi-jump when you
are positioned where the rotating one was standing and you will jump to the
first pumpkin. If you hit A every time you bounce, then you will continue 
towards the second pumpkin, miss it and go straight down the pit to the tor-
nado. Now comes another tricky part. You must activate the tornado when you
get it and are aimed towards the cup(which previously was the second pumpkin).
You will then most likely be boosted up the hill and then carefully steer down
the cup. Remember never to hit A when you're about to get UP a hill. This will
have the reverse effect, slow you down that is. Thanks mr. Ruby!

HOLE E-5-4

This is not a very difficult hole-in-one I must say. From the initial pos-
ition, set a fly shot, press right 17 times and hold B as you press left 2
times. Fire the fly shot with exact 100% (super shot) and activate the freeze
ability just before going down the water. You will get a hole-in-one. If you
anything less than a super shot it won't work, though.

HOLE E-5-5

Here you get to choose between a UFO ability and a hole-in-one. Screw the UFO,
you don't need it anyway and will lose it on the next hole. So for a hole-in-
one then. It's difficult, but not as difficult as it was on the normal course
counterpart of this course. Press right 17 times and fire a grounder with just
a bar above 25% power. You will then fall down to a tornado. Activate it
as soon as you get it and steer to the next. For every tornado you hit, acti-
vate it for an extra speed boost. Continue like this until you hit the cup.
Your speed should be perfect once you reach the cup, so don't worry about it.

HOLE E-5-6

This hole is so much easier to hole-in-one than it looks. Aim towards the warp
with a grounder and fire with 75%. You'll warp and be directed towards a wheel
ability. Activate the tornado ability you got on the last hole to reach the
wheel. Activate the wheel as soon as you get it and you can spend the rest of
the hole as a spectator. You will hit the rest of the enemies and go down the
cup. There's a small margin of error though. In rare cases, you will jump 
over the cup and then you must be very fast with the parasol ability you auto-
matically pick up. This rarely happens to me though. Remember one thing, don't
activate the tornado ability too early or you won't reach the wheel.

HOLE E-5-7

One of my least favourite holes in the entire game. Let's see how it goes.
Since I've led you to so many hole-in-ones on this course, why doncha cut me
some slack and we could safely finish this in three shots? This strategy might
work for two shots as well, but it's hard. From the initial position, fire a 
grounder with slightly more than 50% power. You will hit the hi-jump enemy and
roll down to the start panel again. When you are to set the second shot, Kirby
will initially aim to the west. Set a fly shot, press left 4 times, hold B as 
you press up 2 times and right 1 time. When you look at the guide, you should 
see the first two impact points land on two red enemies. If they don't, alter 
the guide 'till they do. Fire with 99-100% power and you should hit the two
first enemies. Start using the A button after you've hit the second enemy and
you have a good chance at hitting the third one as well, maybe even the cup.
The last shot should be easy, so I hardly need to say anything there.

Brian Kettel tried to help me here, but I still haven't been able to get a 
fool-proof strategy. I can "fool-proofly" tell you how to hit the first four
enemies, though. And then you might be able to work your way from there.
Use my exact strategy and after you've hit the arrow panel and begin bouncing
down the hill. Press A as you bounce on the first hill and on the second
Waddle Dee on the hill. This will make you hit the first three Waddle Dees
on the hill.

HOLE E-5-8

Another ridiculously easy hole-in-one. I don't think a gold medal should be 
any problems on this course. From the initial position, fire a 50% grounder.
You will hit a spark enemy and you should activate its ability at once. You
will then break a tree and roll into a hi-jump enemy. Activate it's ability
while rolling down the hill. You will jump over the booster and hit a tornado.
Now comes the only thing where one can fail. DO NOT activate the tornado imme-
diately. Then you'll get totally off course and hit a spike ball. You will see
that you will start going up a hill but then roll down again. Activate the 
tornado as you're rolling back down. Then steer your tornado into the other
tornado. As you get it, aim towards the conveyor belt above and activate the
new tornado. This will boost you straight up to the conveyor belt and then it
is just to wait for it to take you straight down the cup. You only miss it if
you ride the conveyor belt on the side.

==============
EXTRA COURSE 6
==============

Gold: 8-16                  Silver: 17-21               Bronze: 22-28
  1: 1-3  5: 1-2              1: 2-3  5: 2-3              1: 3    5: 3-4
  2: 1-2  6: 1-3              2: 2-3  6: 2-3              2: 2-3  6: 3-4
  3: 2-3  7: 1                3: 3-4  7: 1-2              3: 3-4  7: 2-3
  4: 1    8: 1-2              4: 1-2  8: 2-3              4: 2-3  8: 2-3

HOLE E-6-1

This hole doesn't rub me the right way and I certainly don't know how to hole-
in-one it. My strategy will clear it for you in two or three shots depending
on - luck. From the initial position, just fire a 99% powered grounder. Don't
press A anywhere. You will soon stop. When you do, fire another 99% powered
grounder in the same direction as you were heading. You will then run through
a fireball enemy. Activate the ability as you get it or right after and you 
will hopefully hit the rest of the enemies and get down the cup. Most likely
you will either overshoot or not reach the cup. The third shot will then be 
very easy. However, I usually clear it in two shots, so you shouldn't worry
too much.

Obviously this hole do rub Survivor Guy 886 the right way, because he can con-
secutively get hole-in-ones (!). And by god, he is right! This is one thorough
guy. This is how you do it. Fire a 99-100% powered grounder from the initial
position and press A to bounce off every wall until you hit the first fireball
enemy. Once you've hit it, activate the fireball ability immediately. You will
now continue bouncing into walls. Do NOT press A on the following two wall, 
but do it on the rest of them until you carefully roll down the hole. Thanks!
Also thanks to Nall Ruby for your input on this hole.

HOLE E-6-2

Scoring a hole-in-one here is very difficult, but I actually have two strat-
egies. One of them is pretty foolproof but requires the mind of a jedi. The 
other is more Episode I:ish, but is more unsafe. Confused, are you, Luke? Let
us begin with the former strategy. Press L and fire with 99-100%. Activate the
fireball from the previous hole and you will bounce into the stone, hit ano-
ther enemy and then continue into a booster. The booster will take you to a 
hi-jump enemy and then towards the cup. The problem is that you have to 
activate the said hi-jump on the exact right square: when there are exactly
five squares between you and the cup. That is when you are on the first black
square after the hill. If you activate it while flying over this square, then
you have a certain hole-in-one. The speed is really high so you'll really need
the jedi-stuff. You can also try activating the hi-jump while being above the
last hill. With a little luck, the ball will carefully bounce down the cup,
but you may just as well miss it completely.

For the other strategy then. From the initial position, press R three times
and fire a grounder with 99-100% power. Activate the fireball ability just
after hitting the rotating head and you'll fly to the booster. You'll hit the
hi-jump ability and should activate its ability on the same square as in the
above strategy. The difference is that you don't have to be as exact. Hope-
fully you'll bounce on the octopus enemy. Then you should press A every time
you hit the ground and you will continue towards the arrow panel and with a 
little luck bounce down the cup. This strategy is probably a little easier,
but the one above is safer. You decide which you want to use.

HOLE E-6-3

It's actually possible to finish this hole in two shots, but it requries a 
pretty suicidal manoeuvre. I'll let you in on a rather safe three shots stra-
tegy as well. We'll begin with the suicidal one. From the initial position,
press right 13 times exactly and set a grounder. Fire with 100% power. One 
percent less and you won't make it. This is possibly the only way to reach the
needle enemy on the hill. The next tricky thing is that you should activate 
the hi-jump ability just before hitting the needle enemy. This is very, very
difficult. If you manage to do this, then you will bounce down to the stone 
enemies and hit both. Activate the stone ability on the same spot as the sec-
ond stone ability. For the second shot it's just to fire an ordinary fly shot
with just a little more power than 75% and you will drop down the cup.

For the safe hole-in-three then. From the initial position, you should press
right 13 times here as well and fire a grounder with exactly 100%. When you 
hit the needle ability, activate it immediately to stop dead on the hill. Then
press down to bring out the long guide of the grounder and aim straight to-
wards the nearest stone enemy. Fire with 99-100% and you will hit both. 
Activate the stone ability as you hit the other stone enemy here as well and
then fire a fly shot with just a little bit over 75% towards the cup. That's
a lot safer, but you still have to score that super shot.

Great guy Raptor gave me a much safer hole-in-two strategy for this hole. 
From the initial position set a fly shot and press right 24 times. Then hold
B as you press up and left six times each. The spin should be to the extreme
top and left. Fire with 99-100% power and hit the A button as you bounce the 
first time. You will bounce straight into the needle enemy and then continue
down to just between the stone enemies. Activate the needle ability when you
are just between them. Now for the second shot. Aim towards the upper-left
stone and fire a grounder with 99-100%. You will hit the stone enemy, continue
up the hill, then down it again and hit the second stone enemy. After that, 
Kirby will bounce on the spike floor towards the cup. Just press A every time
you bounce on solid ground and you'll have no problem whatsoever. If you hit
the cup, you won't lose a life even though your energy have been drained.
Thanks a bunch Raptor!

HOLE E-6-4

A pretty silly hole-in-one. Piece a cake! Press L twice and fire a grounder
with 75% power. You will roll below the UFO and hit the hi-jump enemy. You 
will also continue up a hill and roll down again. Just before rolling over the
square where the hi-jump enemy stood, activate its ability and you will hit 
the UFO. Activate the UFO ability as soon as you hit ground. Then run over an
enemy and drop down the cup.

HOLE E-6-5

A pretty easy hole-in-one, but the big question is which power we should bring
to the next hole: tornado or hi-jump. I recommend the tornado. It doesn't 
matter which you bring when it comes to my strategy on the following hole. If
you don't use my strategy, I'd reckon the tornado being more useful and it's
probably a little easier to get as well. It's up to you. I'll explain how you 
bring both and still get a hole-in-one. I suppose you still have the UFO from
the previous hole. For tornado, fire a grounder with full power from the ini-
tial position and activate the UFO at once. Run over the hi-jump enemy you see
on screen and then continue up the hill. Run over the enemies in this order 
above the hill: southern tornado, other tornado, broom, octopus and rotating
head. The hi-jump enemy will be turned into a cup which you are supposed to 
get into, but that's easier said than done now that you have to use the torn-
ado to land in it. Head towards the cup from the octopus and the head and 
activate the tornado when you are above the hill leading to the cup. Either 
you'll get down the cup directly or continue down the hill. If you go down the
hill, just board the conveyor belt leading back up again and you'll get down 
the cup either way. Great, isn't it?

So you want to keep the hi-jump instead? Fire the shot just like you did 
above. Run over the hi-jump enemy at the bottom of the hill and then fly up-
wards. Begin by attacking both tornadoes and then the one with the broom. Then 
drive down the hill a little. Follow the conveyor belt that leads to the hi-
jump enemy upwards and you will of course hit the hi-jump enemy. As you do, 
activate the hi-jump immediately. You will then hit the rotating head and 
hopefully bounce down the cup. 

HOLE E-6-6

This is not a nice hole. It's mean. I know I recommend the tornado ability for
this hole, but when I've come to think about it this hole's pretty difficult
whichever ability you bring. I'll try and give you a two shots strategy. It's
sadly very close to a three shotter. From the initial position, press L twice
and right 10 times. Then fire a grounder with about 15% (between 0% and 25%
on the power meter). You will hit two enemies on the hill and then bounce into
a warp. The warp will send you down a hill, onto a booster, over three more
enemies, down the hill again and then towards the other hill. When you bounce
down the hill with the start panel for the second time, use the A button when
you bounce to get more speed. Use the needle ability you just got as high up 
on the other hill as possible, so you get as close to the cup as you can. The
second shot is very hard for me to predict since I don't know how much you 
used the A button and how high on the hill you got before activating the need-
le ability. Use a fly shot and if it isn't enough, set a top spin to it and 
press A as you bounce on the hill. If you don't get down the hole, activate
the needle ability as close to it as possible and you'll nail it on your third
shot.

Dear Nall Ruby said that he/she has a theory for a hole-in-one here. 'Tis not
just a theory, I've just confirmed that it is possible. Done it thrice I have.
It requires a great deal of luck and preferably usage of save states. You also
need tornado from the previous hole. From the initial position, press L once 
and left eleven times. Shoot a grounder with about 30% of power and activate 
the tornado when you feel like it. Steer this rapid tornado towards the two
rotating ones just below you. After that, bounce into the green edge at the
bottom so you get into the warp. To hit the warp and not the hill, aim at the
northern part of the green edge.

When you get warped you'll notice how you end up with a Waddle Dee at the top
of the hill. You will be shot from edge to edge while moving closer to the 
enemy. Don't touch anything, just wait until you hit the enemy. Your next goal
is to hit the other Waddle at the other side of the hill. Wait until you get
out of the little fence area with the first Waddle and you get out on the 
hill. When that happens it's merely to hold right on the control pad pressed 
and you will get up to the other Waddle Dee. Now for the really tricky part. 
You have two rotating heads and one needle enemy left on the other hill. Get 
down the hill you are on and head for the arrow and booster. Thus you will be
shot straight towards the three enemies and create a cup. Ruby thinks that you
should steer from edge to edge on the hill, constantly attempting to hit the 
cup. This may be working and remember that if you get down to the bottom level
again, hit the booster and arrow once more to get back up. This actually made
me hit the cup at once two times. So I can guarantee that this also is a 
legitimate strategy in your quest to hit the cup. Try it out, will you!

HOLE E-6-7

I actually have two different hole-in-one methods here. One of them will let
you bring the awesome UFO to the next hole and that's worth a lot. Try this.
From the initial position, set a fly shot and hold B as you press up once.
Then fire with 99-100% power and press A as you bounce on the trampoline. You
will then jump over the hi-jump enemy and that's the purpose of the shot. You
will roll down to another hi-jump enemy and then towards a UFO. Activate the 
hi-jump ability so you hit the UFO and then fly the UFO to the cup and land 
in it. Easy.

I have another strategy for you as well, but it's rather unnecessary and it 
won't let you bring the UFO. I'll explain it anyway. From the initial pos-
ition, set a fly shot with full back spin and fire it with just a bar over 50%
power. You will hit a red warp and then bounce to the ground on another place.
Press A as you bounce and you will hit a UFO. Activate it as you get back down
to the ground and do NOT alter its course. You will first run over a hi-jump 
enemy and then continue towards the goal. It's a little tricky to get down the
cup actually. You must activate the hi-jump ability on the right second. 
Activate it when you're on the second to bottom-most black square on the hill. 

HOLE E-6-8

Now, if you don't have the UFO, then this is an easy hole-in-one. If you do 
have it, it's a very easy hole-in-one. Let's begin with the UFO strategy. So
maybe it's not THAT easy, it requires some timing. From the initial position,
fire a 99-100% powered grounder and activate the UFO immediately. DO NOT con-
tinue towards the hi-jump enemy on the hill yet, instead fly straight to the 
southern fireball enemy, then the broom, the head, the northern fireball and
the northern hi-jump enemy. Fly around the tree and over the start panel.
As you fly over the start panel towards the cup on the hill (former hi-jump
enemy), activate the hi-jump and you will go straight down it. 

So you don't have a UFO? From the initial position, fire a 95-99% powered
grounder. You will first hit the hi-jump enemy on the hill and then ram into
two edges. Use the A button after bouncing into the first edge and you'll 
reach the next fireball enemy. Activate the fireball as soon as you get it and
you'll defeat the rest of the enemies and go down the cup at the end. You must
probably use the A button as you bounce into the edges at the end.

==============
EXTRA COURSE 7
==============

Gold: 8-16                  Silver: 17-21               Bronze: 22-28
  1: 1-2  5: 1-2              1: 2    5: 2                1: 2-3  5: 2-3
  2: 2-3  6: 1-2              2: 3    6: 2                2: 3-4  6: 2-3
  3: 2    7: 1-2              3: 2-3  7: 2                3: 3-4  7: 2-3
  4: 2-3  8: 1                4: 3-4  8: 2                4: 3-4  8: 2-3

HOLE E-7-1

Getting a hole-in-one here is relatively easy. Fire a 50-100% powered grounder
from the initial position and activate the hi-jump ability just before going
off the cliff (not after). You will hit the pumpkin on the other side and 
bounce down the hill. Don't press A at you first bounce down the hill, but do
it on your second bounce. This way you'll build great speed. You will then hit
the next hi-jump enemy and start climbing up the next hill. As you roll over 
the bottom-most black square on this hill, activate the hi-jump ability and 
you should jump straight down the cup at the top. Try to activate it as you're
"leaving" that black square and it should be optimal.

HOLE E-7-2

I doubt you can get a hole-in-one here. Hole-in-two is very difficult and 
takes a lot of practice. Press L twice and set a fly shot with full top spin.
Fire with 99-100% power and you will first hit the hi-jump enemy and then go
straight towards a wall. JUST BEFORE crashing into the wall, activate the hi-
jump and you will jump all the way up to the rotating head and then stop on 
the fireball. For the second shot, aim at the parasol guy and fire a grounder
towards him with any power. Activate the fireball before hitting the parasol
and you'll then bounce towards a booster which will shoot you to another 
rotating head and then down to the pit where the cup is positioned. Now you
just need to hit the darn thing. Activate the parasol pretty close to the 
ground and then make a turn slightly to the north before heading for the cup.
This is really hard and will probably make you clear the hole in three shots
on your first tries.

HOLE E-7-3

It seems impossible to get a hole-in-one here and a hole-in-two isn't that   
easy. There's an overwhelming risk to fall down all the time so listen well 
to my advice. First, press L four times to turn around completely. Now you are
to get up the hill and onto the warp and there are two ways. If you want to 
use a grounder, then you must shoot a super shot (100% power). You can also
use a fly shot, but hold B and press up four times first so you get a moder-
ate top spin. Here's the risk of overshooting the warp instead, but you can
use 99-100% of power. When you've decided what shot you want to use, fire and
you will hit the warp, roll down the hill to the rotating head and then the 
booster. The booster will take you over the water and then to the octopus.

Now it's really important that you use the parasol from the previous hole in 
the right second. If you use it too early you won't reach the enemy, but if 
you use it too late you will fly off the map. Use it just before hitting the
enemy and everything should be okay. For the second shot, aim straight towards
the goal (not the arrow panel) and set a fly shot with full top spin. Fire 
with 75% and you don't even have to use the A button to get the ball down the
cup. If you of some reason fell off the course map, you can still get it in 
two shots since you will get back to the start panel. Just aim at the cup with
a slightly less than 50% powered fly shot and it will go straight down.

HOLE E-7-4

Sinking the ball in two shots is actually possible on this hole, but quite
difficult and unsafe. Therefore, I'll offer a three shots strategy as well.
First the two shotter. From the initial position, press L four times to aim
up the hill. Set a fly shot with full top spin and fire the ball with 99-100%
power. You'll hit the needle enemy, so activate its ability when you reach as
high up on the hill as possible. For the second shot, press down to bring out
the long guide. Make sure that the guide crosses the two enemies on the hill
and the fireball. Then fire the grounder with 99-100% power. You'll hit both
of the enemies and then roll towards the start panel. When you've bounced into
the edge near the start panel, activate the fireball ability immediately and
you'll be boosted up the hill towards the western conveyor belt. The rest is
luck. If you stop on the belt, then you will probably be led down the cup. 

If you don't, then you have to shoot towards the conveyor belt with a fly shot
with full top spin and full power with your third shot. There's a big risk 
that you'll roll all the way back to the start panel with your failed second
shot, so you won't even be able to get it right in three shots. It's because
of this "winner-takes-it-all-strategy", I've also written down this safe way 
to get it right in three shots. Do the first shot as you are supposed to do 
for the hole-in-two and begin your second shot the same way too. But when 
you're flying off the hill towards the fireball, activate the needle ability 
so you stop dead on the square of the fireball enemy. Then just fire a full
powered grounder up to the conveyor belt and you will be led to the cup with 
an almost 100% possibility.

HOLE E-7-5

This can be a pretty hard hole-in-one, but if you just get filled in on the
details, then you shouldn't have too much of a struggle with it. From the 
initial position, you are to press R three times. Fire a grounder with just 
a little above 75% power and you will be shot to two boosters. These will lead
you into a spark enemy and then into two trees. Activate the spark ability 
before hitting the tree and you will be boosted to another set of boosters and
a tornado enemy. If you bounce before the booster and land in the water, then
it means that your power was either too high or low. Make sure that you use
a little MORE than 75% and NOT 75% power. Anyway, when you've hit the tornado,
you will continue towards a tree and the cup. When you've broken the tree, 
activate the tornado immediately and you will approach the cup. DO NOT go down
it immediately, because your power is too high. Dodge the cup and go up a hill
as you instead enter it from behind or the side.

HOLE E-7-6

I've got to say that this is a pretty easy hole-in-one. From the initial pos-
ition, it's just to fire a grounder with 50-100% power so you board the con-
veyor belt. It will take you below the UFO and then down to the other enemies.
When you've hit the tornado enemy and are about to hit the hi-jump, activate
the tornado and let it take you up the little hill. Then steer it to the 
southern conveyor belt and activate the hi-jump ability so you jump to the 
said belt. This way, you'll automatically be taken to the cup and get a hole-
in-one. Be aware of your angle when you use the hi-jump. It's very easy to
accidentally jump off the map. There's another way to get a hole-in-one too
and it's even more fool-proof. Don't steer at all once you've got the tornado
and instead let it take you straight towards the cup. When there are three and
a half squares between you and the wall, activate the hi-jump ability and you
should jump straight down the cup.

HOLE E-7-7

It's actually quite easy to get a hole-in-one here. From the initial position,
set a fly shot and fire it with 99-100%. If your power gets lower of some rea-
son, then it's important that you use the hi-jump ability you got on the prev-
ious hole at the peak of your flight. Either way, you'll jump over a hi-jump
enemy and hit a wheel enemy. You'll bounce into an arrow panel and just after
that, activate the wheel ability and you'll fly up the hill and hit the hi-
jump enemy. Now it's important that you activate the hi-jump ability at the 
exact right second: when you fly exactly above the centre of the start panel.
You'll jump right down to the next enemy and as you bounce, press A to hit the
cup thereafter. If you activate the power a little too late and jump over the
cup, just be active with the A button and you might be able to bounce into the 
arrow panel and then the cup.

HOLE E-7-8

Another pretty easy hole-in-one. Set a fly shot and fire it with a little more
than 50% power. You'll hit the pumpkin and continue towards the warp, but rem-
ember to press A every time you bonuce until you reach the booster. You won't 
reach it if you don't. When you hit the booster, you'll be shot to the other
side and a UFO. If you don't hit the UFO, use the hi-jump ability you got on 
the previous hole while being just below it. Don't activate the UFO right away
when you get it. Wait until you slow down and activate it then instead. Be-
cause of your speed, it's just to steer your way down the cup.

==============
EXTRA COURSE 8
==============

Gold: 8-15                  Silver: 16-20               Bronze: 21-27
  1: 1-2  5: 2                1: 2-3  5: 2-3              1: 3-4  5: 3-4
  2: 2    6: 1-2              2: 2-3  6: 2-3              2: 2-3  6: 3-4
  3: 1    7: 2-3              3: 1-2  7: 3-4              3: 2-3  7: 4-5
  4: 1    8: 1-2              4: 1-2  8: 2-3              4: 2-3  8: 2-3

HOLE E-8-1

Make sure to get some good results here, because the final gold medal is quite 
tight. I've really tried to get a hole-in-one on this first hole, but I can't
seem to get it right. So here's a two shot strategy. Press L four times to 
turn around and then fire a 75-100% powered grounder. You'll hit a wheel 
enemy and bounce into an edge. When you've hit the edge, activate the ability
and you will be going straight up the hill. Don't do anything before you've
hit the tornado at the top. Before you've stopped bouncing, activate the torn-
ado and lead it down the mountain. Ignore the pumpkin for now. At the foot of
the mountain, you are to run over the octopus and you will then stop. For the
second shot, you should aim a fly shot towards a warp. Use as much power as 
you need (probably around 50%) and you will be warped to the cup. Be careful
with the bounces towards the cup, because it's easy to overshoot it. Use the 
A button if you must.

Nall Ruby just informed me of a very good way to get a hole-in-one here. Press
L four times to turn around and then fire a 75-100% powered grounder. You'll 
hit a wheel enemy and bounce into an edge. When you've hit the edge, activate
the ability and you will be going straight up the hill. The enemies on the 
hill come in this order: fireball enemy, octopus, pumpkin and at the top a 
tornado. Now it's important that you activate the fireball ability at the
exact right moment. This is just before hitting the octopus. You must be pos-
itioned half a square below the octopus, on the actual hill. Not on the same
level as the octopus. If you did right, which I trust you did, then you'll
be rocketed up to the pumpkin and land on the tornado. The rest is just about
skill with the tornado. Nall recommends you to roll down to the star that
previously was the fireball enemy before you activate tornado, but I don't see
the difference that bad. Make sure to get to the hill and steer the tornado in
a very wide turn towards the cup. It's not that hard actually. Thanks to Nall
Ruby for this strategy and also to Genis Irving for implying something simi-
lar, though in a very cryptic manner. Brian Kettel sent me a similar (but very
clear) strategy at the same time as I updated the "Nall Ruby version". Thanks
to him as well.

HOLE E-8-2

I am a dumbass, a COMPLETE idiot! I was testing for a good while, but could
not figure it out. Therefore I went to see Topgear, awesome show, and came 
back later and saw the solution at once. My brain must have been totally 
blocked. To clear it in two shots, press L once, set a grounder and press A
to prepare it. See the evil cloud behind you? When it has stopped firing its
lighting, wait two seconds and begin the power meter thereafter. Use 99-100% 
power. Activate the fireball ability before hitting the freeze enemy and act-
ivate the freeze ability before hitting the water. You'll be going straight
into a stone enemy and you should activate the ability as soon as you get it
or you will be shot off the map. For the second shot, you should aim a fly 
shot with full top spin towards the cup. Fire a 99-100% powered shot and use 
the stone ability when you fly above the cup. Easy! What I didn't see was 
where to aim in the beginning. 

HOLE E-8-3

A pretty easy hole-in-one except for the big spiked ball, Gordo is his name 
and that means fat in Spanish. Begin by setting a fly shot and keep your eyes
peeled at the upper part of the screen. When you see the ball on your screen,
fire the fly shot with 50% power and then you will hit the fireball enemy with 
your first bounce. Activate its ability just before bouncing the second time 
and you will run over the stone enemy and hopefully fly over the spiked ball.
Then you will fly straight to the cup. If your power is too low, use the A 
button as you bounce and if it's too high use the stone ability above the cup.

HOLE E-8-4

Another relatively easy hole-in-one. Press R three times and set a fly shot.
Hold B and press up three times for a moderate top spin and then fire with 
99-100% power. You'll hit the tornado enemy and then bounce to one of the 
rotating ones. When you've continued into the edge, activate the tornado abil-
ity and you will drive into the warp which will take you to a parasol enemy.
Go off the cliff and use the parasol at once. Now it's just to float towards
the cup and don't worry about crashing since you have nice hot air vents to
carry you along the way. Hitting the cup should be a breeze. A breeze, do you
get it? Hahaha!

HOLE E-8-5

It would just be disturbing if you could get a hole-in-one here. So here comes
my hole-in-two strategy. Fire a 99-100% powered grounder and you'll hit the 
fireball enemy. You will go below a hooded enemy. When you are one square 
north-west of it, activate the fireball ability and you will hit the pumpkin 
as well as the hi-jump enemy way back. Press A every time you bounce and you
might reach the rotating one and the octopus too. If you don't, then just use
the hi-jump ability to get into their yard. It doesn't matter too much where
you stop. For the next shot it's just to aim towards the cup near the start
panel and set a fly shot with full top spin. Fire with 99-100% power and use
the A button every time you bounce. I doubt you'll make it all the way to the
cup, but here comes the good part: the hi-jump ability. When there's one 
square between you and the hovering star, which previously was the pumpkin, 
activate the hi-jump and you'll go straight down the cup. Pretty, isn't it?

HOLE E-8-6

This hole-in-one can seem a little tricky, but it's definitely possible. It
requires some extreme timing and absolutely no detours whatsoever. You mustn't
do a turn more than you have to. From the initial position, press left 14 
times. Then hold B as you press up and left as much as you can. Max top and 
left spin that is. Fire with 99-100% power and do not press A as you bounce.
You will hit the UFO, but now comes the tricky part. You should hit the enemi-
es in this order: octopus, southern broom, rotating head, pumpkin and other
broom. Then you must have time to land on the conveyor belt leading to the 
cup. You may succeed if you land on the belt between the start panel and the
other broomed enemy, but then you must press the A button like a madman while
hitting the one with the broom and switching conveyor belt. Some pointers, 
perhaps? To reach the enemies, you must wait half a second before activating
the UFO or you will just go above the enemies' heads. And when you've acti-
vated it, it's important to press left twice to get a good course right away.
Then it's just as I said before: no detours, no unnecessary turning.

HOLE E-8-7

I really hope you brought the UFO from the previous hole, because my hole-in-
two strategy depends on it. From the initial position just fire a 75% powered
grounder and activate the UFO right away. Take it around the area and defeat
all enemies except the pumpkin of course. When you've defeated them all, it's
not just to land because you will then set off the fireball ability. Instead,
fly to the start panel and hover around it until the time runs out. Try to 
press left or right very fast repeatedly to stay very close to the panel. 

For the second shot, you set a fly shot with a full top spin. Set the guide so
it goes through both the pumpkin and the northern warp. Fire the shot with a
little more than 50% power and press the A button as you bounce. You will hit
the pumpkin, go over the edge and then to the warp. The warp will take you to
two hi-jump enemies. You will first go through the first one and to reach the
cup, you should activate the ability at the right moment. This moment occurs 
when you run over the next black square from the first hi-jump enemy. Activate
the hi-jump ability then and you will hit the cup. 

HOLE E-8-8

Then it's time for the very last hole in the game and it's actually possible
to score a hole-in-one here. A fine conclusion to a fine game. From the ini-
tial position, set a fly shot with a full top spin. Fire with 75% power and
as soon as you hit the fireball and start going backwards, activate the abil-
ity. You will be shot off the hill towards two warps. You should jump over the
first warp and hit the second (not the enemy with the broom yet). This should
work automatically, but should you find yourself hitting the first warp, try
pressing A as you bounce down the hill. If everything goes well and you hit 
the second warp, then you should be warped to a wheel enemy. Activate its
ability immediately and you will run over a hi-jump enemy. Activate the hi-
jump a square before the spikes and you will bounce into a freeze enemy. Its
ability should be activated at once as well and you will be boosted over a
tornado enemy, two lakes and towards the cup. 

Activating the tornado at the right moment can be really tricky. I think it's
best to activate it as you are shot from the second lake, at the exact moment
that you leave the lake I mean. There is a slight risk that you'll crush into
the green edge covering you from the cup, but if you didn't activate the tor-
nado too late, that should not be a problem. However, your speed might be so 
low that it doesn't matter when you activate the tornado. If that's the case 
then you must try to get around the edge using the tornado. I reckon should 
activate it at the same moment anyway. If you got over the green edge, then 
you won't have to worry about speed since it will be optimal for going down
the cup. That was all - enjoy all of the bonuses you now have unlocked.

======
DEDEDE
======

When you've finished the eighth course (even without a medal), King Dedede
will show himself. Enter his course and you'll get to fight him immediately.
This fight is just like in the normal courses, but he seems to be a tad faster
and you have to hit him twelve times instead of five. Remember that grounders
will just push him and spin doesn't matter. The king's helper seems to move
faster and closer to you than last time. Just like last time, it's smarter
to fire at Dedede when the helpers are close to you because they will crash.
Firing grounders at them will only consume your time and give the king free-
bies. Remember, if King Dedede reaches you he will smash your platform and
you will get Game Over, but I'm sure everything will go just fine.

          - CONGRATULATIONS! YOU'VE FINISHED KIRBY'S DREAM COURSE! -

==============================================================================

                             5. SPECIAL ABILITIES  

==============================================================================

There are ten special abilities in Kirby's Dream Course. You get them if you
defeat certain enemies. You lose an ability if you lose a life, get another
ability or finish an entire course. In this section, I present all of the 
abilities and on which holes you find them. Be sure to check out the in-game
Demo Play to see amusing tutorials.

Fireball
  An explosive ability. Activate it and Kirby will boost in a straight line
  and on the same altitude for a distance.
    1P Normal Holes: 6-1, 6-8, 8-5, 8-7, 8-8
    1P Extra  Holes: 1-4, 1-8, 2-2, 4-4, 4-5, 4-6, 6-1, 6-8, 7-2, 7-4, 8-1, 
                     8-2, 8-3, 8-5, 8-7, 8-8
    2P Normal Holes: 2-4, 2-6, 2-7, 3-6, 3-8, 4-7
    2P Extra  Holes: 1-2, 2-6, 3-6

Freeze
  A boring ability. If you activate it, you will slowly glide. If you hit 
  water, it will freeze and you will glide on its surface until you stop. If
  you stop gliding on a lake, it will melt and you will sink to the bottom.
    1P Normal Holes: 3-7, 4-7, 5-2, 5-4, 8-7, 8-8
    1P Extra  Holes: 1-7, 2-5, 3-5, 3-7, 5-4, 8-2, 8-8
    2P Normal Holes: 2-1, 2-2, 2-6, 2-8, 4-1

Hi-Jump
  A very handy ability. If you activate it, Kirby will do a high jump upwards
  and forwards. This will help you to get up on hills and similar things. If
  you want to jump really high you can fire a fly shot and use the ability at
  the top peak of the jump. Further more it can be really easy to hit holes 
  this way. If you are rolling straight towards the goal you can activate the
  ability when you are positioned five squares from the cup and you'll hit it
  with almost certain probability.
    1P Normal Holes: 1-3, 1-5, 3-2, 5-5, 5-8, 6-5, 7-5, 7-6, 8-2, 8-4, 8-7,8-8
    1P Extra  Holes: 1-4, 1-5, 2-4, 2-5, 3-3, 3-6, 4-1, 4-2, 4-3, 4-8, 5-2, 
                     5-3, 5-4, 5-7, 5-8, 6-2, 6-4, 6-5, 6-7, 6-8, 7-1, 7-2, 
                     7-6, 7-7, 8-5, 8-7, 8-8
    2P Normal Holes: 2-1, 2-4, 2-5, 2-7, 3-4, 3-5, 3-8, 4-1, 4-5
    2P Extra  Holes: 1-8, 2-1, 2-2, 2-5, 2-6, 2-8, 3-3, 3-6, 4-5

Needle
  A sticky ability. If you activate it while being on the ground, you will 
  stop almost instantly, even on hills. This can be very handy, but sadly it's
  very hard to make it stop "in" holes. The ball seem to get stuck to the
  edges of the cup.
    1P Normal Holes: 4-5, 4-7, 5-1, 6-6, 7-3, 8-7
    1P Extra  Holes: 1-8, 3-2, 3-5, 4-4, 4-7, 5-1, 6-3, 6-6, 7-1, 7-4
    2P Normal Holes: 2-6, 3-1, 3-7, 4-3, 4-6, 4-8
    2P Extra  Holes: 2-1, 2-2, 2-7, 2-8, 3-2, 4-5, 4-6

Parasol
  I love the parasol ability in all Kirby games. If you don't, then you will
  here. If you use it while you're on the ground, you brake similarly to the 
  needle but not instantly. But the great thing about it is that if you acti-
  vate it while being airborne you will use it as a parachute and can even 
  control it with left/right on the control pad. Floating down into holes will
  therefore be no match for your fluffiness.
    1P Normal Holes: 1-6, 2-6, 3-2, 5-1, 7-1, 7-6
    1P Extra  Holes: 1-6, 2-6, 5-6, 7-2, 8-4, 8-6
    2P Normal Holes: 1-8, 2-1, 2-2, 2-8, 3-3, 3-8, 4-1, 4-8
    2P Extra  Holes: 1-2, 2-1, 2-5, 3-7, 4-5

Spark
  A very powerful ability. Activate it and you will destroy the cloud (Kracko)
  and the tree (Whispy) if you run into them. You will not be able to use the 
  A button though and the ability can't be disabled while your moving.
    1P Normal Holes: 2-2, 3-2, 5-8, 6-5, 7-1, 7-6, 7-7, 8-7
    1P Extra  Holes: 5-6, 5-8, 7-5
    2P Normal Holes: 2-1, 2-8, 3-8
    2P Extra  Holes: 1-4, 2-8

Stone
  An ability very similar to the needle, but loads better if you ask me. When
  you activate it you will stop. Even if you are in the air you will fall 
  directly down which is its first advantage over the needle. The second adv-
  antage is its ability to hit holes much easier. If you press B above a cup,
  you will fall down no matter your speed. However, if you activate it on 
  hills, you won't stop, but instead glide to its foot.
    1P Normal Holes: 3-5, 4-3, 4-8, 5-7, 6-2, 7-1, 7-7, 8-4, 8-8
    1P Extra  Holes: 1-3, 2-4, 3-4, 3-5, 4-3, 4-4, 4-4, 6-2, 6-3, 8-2, 8-3
    2P Normal Holes: 2-6, 2-7, 3-1, 3-4, 3-5, 3-8, 4-1, 4-3, 4-6, 4-8
    2P Extra  Holes: 1-3, 2-2, 2-5, 2-7, 2-8, 4-1, 4-5, 4-6

Tornado
  A handy but difficult ability. When you activate it, Kirby will be turned 
  into a tornado and you will be able to control him by using left/right on 
  the control pad. The control you get to authorise is very slight which means
  that you will just barely get to tell Kirby where to go - your shot must be
  good. Do remember that when you try to get down a cup, the tornado acts as
  if it was a ball, i.e., if you shoot too hard, the cup will be overshot.
    1P Normal Holes: 4-1, 5-5, 6-5, 7-2, 8-5, 8-7, 8-8
    1P Extra  Holes: 1-1, 4-1, 5-3, 5-5, 5-8, 6-5, 7-5, 7-6, 8-1, 8-4, 8-8
    2P Normal Holes: 1-4, 1-8, 2-1, 2-3, 2-4, 2-5, 2-6, 2-7, 2-8, 3-2, 3-3, 
                     3-5, 3-6, 3-7, 3-8, 4-1, 4-5, 4-8
    2P Extra  Holes: 1-4, 1-8, 2-1, 2-3, 2-6, 2-7, 3-2, 3-5, 3-6, 3-7, 4-5,4-6

UFO
  A ridiculously good ability which only appears on very few holes. If you get
  it, save it. When you've activated it, you can move freely for ten seconds
  using left and right on the control pad. However, you cannot change altitude
  which means that you must activate the ability while you are located on the
  same altitude as the enemies you are aiming for. When you want to land, just 
  press the B button again, making it very easy to land in the cup. The UFO
  ability is obtained from UFO looking enemies naturally.
    1P Normal Holes: 7-1, 7-8, 8-6, 8-8
    1P Extra  Holes: 1-3, 3-8, 4-8, 5-1, 5-5, 6-4, 6-7, 7-6, 7-8, 8-6
    2P Normal Holes: 3-7
    2P Extra  Holes: 1-5, 1-8, 2-4, 2-5, 2-6, 2-7, 3-3, 3-4, 3-7, 4-1, 4-3,4-7

Wheel
  Good fun. When you activate it you will rush in an intense speed towards the
  same direction you were heading. You will only be stopped when you hit an 
  edge, wall or fall off the course. Be careful where you aim! The ability is
  obtained from enemies which look like wheels.
    1P Normal Holes: 2-4, 8-4, 8-8
    1P Extra  Holes: 2-6, 3-4, 5-6, 7-4, 7-7, 8-1, 8-8
    2P Normal Holes: 2-1, 3-5

Random 
  There's a strange enemy which looks like a red jar with a question mark. 
  This one will give you a random ability from the ones above and can only be
  found on some of the 2P mode holes.
    2P Normal Holes: 1-4, 2-1, 2-2, 3-1, 3-3, 3-4, 3-7, 4-2, 4-3, 4-4, 4-8
    2P Extra  Holes: 1-2, 1-7, 2-1, 2-3, 2-4, 2-5, 2-6, 3-1, 3-2, 3-3, 3-5,
                     3-6, 3-7, 3-8, 4-2, 4-3, 4-7, 4-8

==============================================================================

                                  6. OBJECTS

==============================================================================

Objects are things on courses which are not enemies. Traps and panels are the
most common objects.

Air vents
  Blue air vents which blows hot air. If you roll on one of these, then you
  will be lifted upwards. Use them to your advantage.

Arrow panel
  If you roll or bounce onto the blue arrow you will continue in the same 
  direction the arrow is pointing towards.

Booster
  A rather wide arrow shaped panel with several colours. If you roll on it 
  your boosted in the direction of the arrow really fast. The speed depends on
  how fast you rolled over it.

Conveyor belt
  You will automatically be transported when you land on these. Try to cal-
  culate where you'll be headed.

Edges
  The holes are basically build around these green edges. If you roll into it,
  you continue in the opposite direction without speed loss. Always try to 
  calculate when planning a shot into a edge and feel free to bring out the
  longer guide (press down). With a fly shot, you can jump over the edges.

Cup
  When you've defeated all of the enemies on a course hole except one, a goal
  cup will show up. Drop the ball in it and you'll clear the hole.

Gordo
  Big, black, spiked ball which either patrols or hovers. You can't defeated
  and will be hurt if you touch it.

Green floor
  Green floor with arrows. If you roll onto this floor your direction will be
  slightly altered towards where the arrows are pointing. Always calculate and
  preferably use fly shots.

Kracko
  A big bad cloud which also can be qualified as an enemy. It hovers in the
  air and shoots lightning regularly. Use the spark ability to neutralise the
  lightning. Otherwise, don't touch it because you'll lose tomatoes and go off
  course.

Maxim Tomatoes
  You've seen them in many Kirby games as restoring energy. In this game, they
  are featured as Kirby's energy bar. You have at most four of them and you
  lose one every time you fire a shot or hit an injurious object, including
  the enemies Kracko and Gordo. You get an extra tomato every time you hit an
  enemy or a goal cup. When you've lost all of your tomatoes, you lose a
  life. If you fall off the course, then you lose a life at once, so be care-
  ful. The amount of lives can be found below the tomatoes and if you lose all
  of them, you must restart the entire course. Aouch! The only way to get more
  lives is to score hole-in-ones. The lives will be brung to the next level,
  but will be reset once you turn off the game.

Medals
  There are three types of medal: gold, silver and bronze. To get these, you
  have to clear a course under a specific amount of total strokes. In the 
  actual guide, you can read about these requirements on each course. If you
  get silver or gold on all courses you will unlock the special courses. My
  ambition with this FAQ is to guide you to gold on all courses in the game.

Rotating Squares
  An ordinary square which rotates. If you roll on it with low speed, you are 
  bound to change direction. If you hit a switch with a whirling symbol, the 
  squares will stop their rotating.

Sand bunker
  A combination of sand and golf is never fun. The sand stops your ball very
  effectively so try to do a fly shot when you appear in these annoying traps.

Spiked floor
  Floor with spikes. Don't fall spikes because they make you lose tomatoes and
  often set you off course.

Sun Panel/Moon Panel
  Only available in the 2P-game. Hit the sun panel and it will go dark, hit 
  the moon panel and the day will come again. What happens is that your cur-
  rent star points will be swapped with your opponent. Only the star points 
  you've accumulated on that hole, though, and it's just to press the panel 
  again if you want your points back.

Stars
  Created when enemies fall to mark where the enemy in question was standing.
  They do not alter Kirby's movement whatsoever. In the 2P-game they have a
  special function, though. If you run into a star which your opponent already
  has activated, then you will steal that point from him/her. When a cup shows
  up in the 2P mode, two silver stars will hover above it. The one who first
  touches the silver stars, will get two star points. However, if the other
  player runs over the stars afterwards, he/she will steal those points.

Switch
  A panel with a whirling thingy. If you roll on it, some squares will stop
  spinning

Trampoline
  Green blueish floor which looks a lot like carpet. If you roll on it nothing
  happens, but if you bounce then you will fly higher up in the air. Try using
  the A button when you bounce and you will get even higher up.

Warp
  There are blue warps and red warps and they are marked with "WARP". If you
  roll on a blue warp, you will appear on another blue warp and continue to 
  roll in the direction of which it's pointing. On the other hand, if you roll
  onto a red warp, you will appear on a red warp and continue rolling in the
  same direction of which you were rolling before.

Water
  Dams and lakes are rather common. Avoid falling into water because you have
  to use twice as much or more power to be able to get up from it. There are 
  some ways to "walk" on water thankfully. You can shoot ordinary grounders
  over water but then you must do a Super Shot and only short distances work.
  The best method is a fly shot with a complete top spin. Then it will bounce
  like a mad man on drugs. Special abilities like Wheel and Fire also work
  well.

Water drop panel
  A panel with a water drop. If you roll on it, a nearby dam will be drained
  of a water. It also works in reverse

Whispy Woods
  A big tree which also can be qualified as an enemy. It just stands there
  blocking your power. Use it as a wall to bounce into or break it with the
  spark ability.

==============================================================================

                                  7. ENEMIES

==============================================================================

Here I describe all of the enemies in the game. When it comes to the enemy 
names, I've had a bit of a struggle. Only few of the enemies are actually 
mentioned in the game. Gordo, Kracko and Whispy Woods are examples. Although,
it may not seem so but all of the special abilities enemies are also men-
tioned. If you go to Demo Play, you will get a presentation of each special
ability. All of the abilities will be typed out as Spark's ability for example
which should indicate that the enemy Spark owns the ability. It may be a miss 
in the translation process and should be "Spark ability", but hey, I don't 
know this. For the rest of the enemies, I've got the names from other Kirby 
games. Three of the enemy names: Bat, Pumpkin and Random Enemy are made up by
me, because I couldn't find the real name. If you know the real name, please 
let me know, but I need a source.

Bat
  I've never seen a bat enemy in a Kirby game so I don't know its name. This
  fellow is just like Bronto Burt (see below), but he lifts Kirby when it's
  dark. This means that he is only available in the 2P-game when you've 
  touched a sun panel.

Broom Hatter
  A normal enemy holding a broom. Broom Hatter is a regular in the Kirby 
  games. I got the name from Kirby's Dream Land 2 and in the third game of the
  series it even had its own special ability.

Bronto Burt
  Not really an enemy in this game, but a regular in other Kirby games. In
  Dream Course it is the little critter who lifts you up if you fall off the
  course. 

Fireball
  A very rare enemy looking like a fireball. It of course gives you the fire-
  ball ability. The fireball has appeared in many different shapes and forms
  throughout the Kirby games. In the amazing Fun Pak (Super Star) it was split
  into two different enemies/abilities: fire and fireball. The ability has 
  also been known as burn.

Freeze
  An angry looking snowman which gives you the freeze ability. Just as the 
  previous enemy this is an enemy which has appeared in most Kirby games. Then
  it usually has another name and its ability is often known as Ice.

Gordo
  A big black spiked ball which you cannot defeat, not even with the spark
  ability. This enemy often moves around or just simply blocks your path. It
  usually appears in much smaller forms in other Kirby games. In the Kirby 
  games I've played, it is known as Gordo. To get past him, try to time your
  shooting so you don't run into it.

Hi-Jump
  A strange hopping enemy with a red cape, it inhabits an ability with the 
  same name. I've just seen this enemy in Kirby's Adventure thus far.

Kabu
  Kabu is probably the most frequent enemy in the game. It is a dumb looking
  rotating head which seems pretty lifeless. I saw this enemy with a similar
  role in Kirby's Dream Land 2 and it is also from there I've got the name.

King Dedede
  The fluffy and extremely neat penguin king is the boss of the game. He will
  show up when you've finished all of the courses. To defeat him, you should
  shoot him with fly shots five times. Beware of his helpers coming from the
  sides. To avoid them you should either fire yourself at them or fire towards
  Dedede just as they launches themselves at you.

King Dedede (robots)
  King Dedede's helpers. Read more about them above.

Kracko
  A cloud which regularly shoots lightning. It cannot be defeated and is more
  of an obstacle. If it zaps you, you'll lose a tomato and sometimes get off
  course. If you land on it from above, you'll be off flying in a completely
  different direction, risking to fall off the platform. If you use the spark
  ability, you'll be protected from lightning. Kracko has occurred in many 
  games as a boss. All the way from Kirby's Dream Land to a minor role in 
  Kirby Airride. In other games he is spelt with a C instead of a K.

Mr. Shine & Mr. Bright
  They are only available in the 2P mode. If you touch a sun or moon panel,
  these will show up and your current star points will be swapped with your
  opponent. Only the star points you've accumulated on that hole, though, and
  it's just to press the panel again if you want your points back.

Needle
  Looks a little like a turtle with a red spiked shell. It gives you the 
  needle ability. I suppose similar versions of this enemy has occurred in
  most Kirby titles, but it looks a little differently here. They have looked 
  a little more like porcupines.

Parasol
  A Waddle Dee (or Waddle Doo) with a parasol. As you can guess, you get its 
  parasol. Parasol carrying Waddle Dees have been around for a long time and
  can be seen in most games. The parasol ability is something of a trade mark
  for Kirby.

Poppy Bros.
  A little fella with a blue hood high up in the air. It is the enemy which
  are positioned on highest altitude. Most of the time you must hit it with
  a fly shot. Poopy is pretty frequent in other Kirby games as well. In older
  games he rode around on an apple, in newer he throws bombs. The Dream Course
  version does however not give you any ability.

Pumpkin
  I'm sorry, I don't have a name for this one. I haven't seen him in any other
  Kirby game I think. It's a pumpkin of course and it hovers on mid-height. 
  Poopy Bros. hovers higher up.

Random Enemy
  I've never seen this enemy in any other Kirby game, so I have no idea what
  its name is. You can only find it in the 2P mode and it looks like a red
  jar with a question mark. This enemy will give you a random special ability.
  Press the A button to stop the spinning.

Spark
  A green thing that sparks and gives you the spark ability. Spark or Sparky
  can be found in most Kirby games where you find the spark ability. He is the
  real holder of this practical power. Mix it with cutter in Kirby 64 and you
  will get a double laser sword, Star Wars style. Yeah!!!

Squishy
  A normal enemy which looks like an octopus. Strangely enough, he only 
  appears on land. Hmmm. I got the name from Kirby's Dream Land 2, but I bet
  he can be seen in many other games.

Stone
  A stone also known as Rock or Rocky. It gives you the stone ability. Just as
  with many other enemies in the game, this one has been around for awhile and
  still supplies Kirby with the slow but efficient stone ability.

Tornado
  A tornado which of course gives you the neat tornado ability. He later 
  appeared in Kirby Airride and I believe he also played a part in Kirby's
  Adventure.

UFO
  A UFO which always can be found on some altitude. It gives you the awesome
  UFO ability. I think the UFO ability could be found in Kirby's Adventure. 
  I never got to play that game enough, actually.

Waddle Dee
  A cute little red fellow with a friendly face. It's a regular enemy, 
  although not very frequent in this game, extremely frequent in the other
  Kirby games. He's always been an enemy, but in Kirby 64 he actually helped
  Kirby and friends after being possessed by Dark Matter. He even wandered
  around on the race track in Airride.

Wheel
  A wheel, that's about it. It gives you the wheel ability and can be found in
  some Kirby games. In Fun Pak (Super Star) it was truly hilarious. If a 
  friend of yours had the ability, you could ride your helper as a motorcykle 
  and shoot stars at the same time. My brother and I had a really good time 
  with that game.

Whispy Woods
  Always a boss in the Kirby games, it is a big tree which is hard to defeat
  in Dream Course. You must use the spark ability to blow it up, but you sel-
  dom have to. Some times you must use him to bounce against. I prefer the 
  Whispy from Dream Land 3 who suddenly got a vicious look in its eyes and
  started to run after you. Those were the times. Whispy in Dream Course can't
  even injure you. 

==============================================================================

                                  8. SECRETS

==============================================================================

Extra Courses (2P Mode)
  Get at least a bronze medal on all normal courses to unlock extra courses
  in 2P Mode. The course structure in the extra courses are just the same as
  the ordinary ones, but enemies and objects are placed differently. It's 
  harder. Select extra courses from the title menu when you've chosen the 
  amount of players. You do not unlock anything by playing 2P Mode. 

Extra Courses (1P Mode)
  Get at least a silver medal on all normal courses to unlock extra courses
  in 2P Mode. The course structure in the extra courses are just the same as
  the ordinary ones, but enemies and objects are placed differently. It's 
  harder. Select extra courses from the title menu when you've chosen the 
  amount of players. You do not unlock anything by playing 2P Mode. 

Map Select (Normal Courses)
  Get a gold medal on all normal courses and Map Select will appear on the 
  title screen. It enables you to choose any hole on any course you want. Only
  normal courses, though. 

Sound Room
  Get at least a bronze medal on all extra courses and Sound Room will appear
  on the title screen. You get to listen to all tunes in the game.

Dance Select
  Get at least a silver medal on all extra courses and Dance Select will 
  appear on the title screen. Here you get to see all of Kirby's victory 
  dances. One for each course, including the 2P courses.

Map Select (Extra Courses)
  Get a gold medal on all extra courses and you will get to play all extra
  courses in Map Select. Map Select is an option on the title screen.

Change name
  If you don't like the symbol you draw for you file, you can change it. Just
  hold L and R and press A while highlighting it.

Medal requirements
  I know that this information can be found in the walkthroughs, but here you
  get to see the requirements side to side. And that can't be bad.

    Normal Courses
      Medal/Course   1   2   3   4   5   6   7   8
    -------------------------------------------------
      Gold:          14  14  17  17  18  16  14  18
      Silver:        19  19  22  22  23  21  19  23
      Bronze:        26  26  29  29  30  28  26  30

    Extra Courses
      Medal/Course   1   2   3   4   5   6   7   8
    -------------------------------------------------
      Gold:          13  15  17  17  15  16  16  15
      Silver:        18  20  22  22  20  21  21  20
      Bronze:        25  27  29  29  27  28  28  27

Sound Room list
  01: Getting medal
  02: Ending theme
  03: ??? (e-mail me)
  04: Title theme
  05: Demo Play screen, Map Select, etc.
  06: Course 2, hole 1-7; Shine&Bright, hole 5-7
  07: Course 1, hole 5-7; Whipy Woods, hole 1-4
  08: Course 5, hole 5-7; Shine&Bright, hole 1-4
  09: Course 6, hole 1-7; Kracko, hole 5-7
  10: Course 5, hole 1-4; Course 7, hole 1-7; Whispy Woods, hole 5-7
  11: Course 1, hole 1-4; Course 3, hole 1-7; Kracko, hole 1-4
  12: Course 8, hole 1-7; Gordo, hole 5-7
  13: Any Course (1P/2P), hole 8
  14: Course 4, hole 1-7; Gordo, hole 1-4
  15: The Kirby Dance
  16: Continue screen after Game Over
  17: Lose a life
  18: Lose a life by falling
  19: Score card after hole 8 (any course)
  20: 2P Course selection
  21: Course intro sequence
  22: 1P File member selection
  23: 1P Course selection
  24: Scorecard after hole
  25: Sinking ball in cup
  26: Getting hole-in-one
  27: Demo Play
  28: King Dedede
  29: King Dedede (approaching)
  30: King Dedede (battle begins)
  31: King Dedede (defeat)
  32: Game Over

Nall Ruby did not know about 03 either. Nall believes that it may be some
sort of noise which wasn't included in the final version, some reversed ver-
sion of sound 30 or maybe a variation of 16.

==============================================================================

                               9. ABOUT THE FAQ

==============================================================================

This is the final section and here you only find information that is strictly
associated with the FAQ and its author.

===============
Version History
===============

Version 1.6 - November 8, 2005
  More strategies. This time from Stephen (1-6, 1-8) and Dratini927 (E-3-8).
  I also added my new home page URL.

Version 1.5 - June 28, 2005
  Some more strategies, this time from Raptor (E-4-1, E-4-4, E-6-3). He 
  offered much safer methods to gain my results and that can't be bad.
  I also made some corrections.

Version 1.4 - June 15, 2005
  Two more strategies from Brian Kettel (5-7, 6-1) and I also discovered a 
  major error. After four versions of the FAQ I still didn't notice the lack
  of recommended shots on normal course 6. Well, now they are typed up.

Version 1.3 - June 11, 2005
  Yet some more strategies from Nall Ruby. This time for holes 4-7, E-1-3,
  E-3-3, E-5-3, E-6-6 and E-8-1. Thanks a lot! When I was finished with this
  update, Brian Kettel sent me two e-mails with two new strategies (4-5,E-1-8)
  so thanks goes to him as well.

Version 1.2 - June 2, 2005
  I've got a lot of e-mails for this FAQ. Many more than I immagined. After
  three months of intense McDonalds and paper boy work, I've finally got 
  around to adding all of the new strategies. Thanks a lot to all of the
  contributors. I hope I didn't leave out any of you.

Version 1.1 - Feb 7, 2005
  Added a hole-in-one strategy for hole 8-7 thanks to Benn Murray.

Version 1.0 - Jan 18, 2005
  The initial version.

=======
Credits
=======

Andrew Orndorff -  For input not added to the FAQ
Benn Murray     -  For hole 8-7 strategy
Brian Kettel    -  For holes 4-5, 5-7, 6-1, E-1-2, E-8-1, E-4-5 strategies
Dratini927      -  For hole E-3-8
Fredrik         -  For supplying me with the ROM (I own a legitimate copy too)
GameFAQs/CJayC  -  For accepting all of my FAQs
Genis Irving    -  For holes 1-3, 1-4, 8-1, E-8-1 strategies
Kapcomkid       -  For hole 8-3 strategy
My brother      -  For using his computer
Nall Ruby       -  For holes 1-3, 1-4, 4-7, 7-7, 8-3, 8-5, E-1-3, E-1-6, E-1-8
                   E-3-3. E-4-1, E-4-4, E-5-3, E-6-1, E-6-6, E-8-1 strategies
Raptor          -  For holes E-4-1, E-4-4, E-6-3 strategies
Richard Myrick  -  For hole 1-3 strategy
SimonC          -  For holes 1-3, 1-4, 7-7, 8-1, 8-4, 8-5 strategies and for
                   informing me about ZSNES issues
Skeptix         -  For hole 8-5 strategy
Stephen         -  For holes 1-6, 1-8 strategies
Survivor Guy 886-  For hole E-6-1 strategy

If you aren't here but should be, just e-mail me and I'll correct it.

==========
Contacting
==========

If you've got something on your mind concerning this FAQ, feel free to send me 
an e-mail. Corrections and constructive criticism are always welcome. If you
know of a way to get less amount of shots on a specific hole, then I will
accept your contribution. Although I will credit you, I will confirm that your
strategy works and then display it in my own words. Send me e-mails in Swed-
ish, English, Spanish, Norwegian or Danish. You will get the reply in the same
language as your e-mail, except if you write to me in Norwegian or Danish.
Whichever e-mail you send me must be polite and properly written or it will
be ignored and deleted. I will probably not reply to questions already ans-
wered in this document, unless the answer isn't clear enough.

cwall_85 (at) hotmail.com

================
About the Author
================

Not that anyone cares, but I think it's nice to know something about the 
author who has written the FAQ. My name is Christian Wall and I am born in 
1985. I live in a small town in the centre of Sweden together with my little 
brother and our cat. I am currently (Winter, 2005) working as a paper boy and
at a fast food restaurant. This autumn I will go to university to study law.
In my spare time, I like to play video games, read books and write FAQs.

================
Copyright Notice
================

This document is protected by international copyright law. You may download 
this document for personal use, print it and/or put it on your homepage/site.
However, this document may not be altered or divided into different parts, and
no parts may be removed. It may not be published in any magazine and/or sold 
for profit. You may not convert it into HTML, nor any other file format. It 
may only be displayed in ASCII text (.txt). All credit must be given to me, 
Christian Wall, the sole owner of this document. If you follow these demands, 
you may publish it on your homepage/site. You do not have to e-mail me about 
it. I will not send my FAQs or updates to any other sites than the ones listed 
below. If you want the most recent versions, go there.

http://home.swipnet.se/cpg
http://www.gamefaqs.com

Copyright (c) 2005 Christian Wall

===========
Final Words
===========

At last I'm finally finished with this FAQ. Although the size of this FAQ may
not be overwhelming I'm pretty sure that I've put more time into it than most
of my other FAQs. Finding out all of these strategies and experimenting for 
hours has been very tiresome, but the result is very rewarding. I would be 
surprised if there's any more complete FAQ for this game on the net and that 
is even more rewarding. Now I just have my hopes that it's at least a little
bit comprehensive. ^_^ Also, thanks to FAQ writer Gobicamel for finishing my
Paper Mario FAQ. He is doing it as I write this because I don't have the am-
bition to do it myself. 

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.  Copyright (c) 2005 Christian Wall
______________________________________________________________________________
------------------------------------------------------------>  End of Document

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