MetalYoshi ProGamer
Hole-in-One Congo Strats for Peach (Normal Greens)
updated
First ever outside of Training that I can remember.
I keep forgetting to record my gameplay! I'm playing an average of one round with others daily and it's so much fun!
I had forgotten to record my gameplay from the first two rounds - though the first basically was set up like a warmup. The second was a doozy! LHB has figured out how to create custom initial (.ini) files that load complicated custom AR codes to set particular weather conditions and pin selections. This third round was a relaxing rampage after the cut eliminated everyone from the field with a combined score of over 120. I was paired up with Match Champion and server founder LHB. With this round, I have cut his lead in the tournament from two strokes to one. Two very good games played here!
Round 4 will be next week, I WILL record (or even stream if timing is good), and the conditions will probably be terrifying! I'm already predicting Back Tees, Tournament Greens, all pin 4s, and sustained winds of at least 20mph.
PLANT MASTER RACE!
Thank you Randomepicdude for this capture; I was not recording at the time.
I've done this with Koopa Troopa in 5.5 hours, but for that challenge, I also forced myself to get all greens-in-regulations as well, which meant no chips-in. Although an extra 4% power makes many holes a lot easier, too! I did save time on a couple sets of 9, which proves that technique is king. Each failed birdie costs at least 45 seconds, which adds up quite a lot.
0:00 Intro
0:09 Lakitu Cup Front 9
4:41 Lakitu Cup Back 9
9:43 Cheep Cheep Tournament Front 9
14:27 Cheep Cheep Tournament Back 9
22:23 Sands Classic Front 9
28:38 Sands Classic Back 9
35:09 Blooper Open Front 9
44:06 Blooper Open Back 9
51:06 Peach's Invitational Front 9
56:33 Peach's Invitational Back 9
1:05:36 Bowser Championship Front 9
1:14:31 Bowser Championship Back 9
1:21:37 Star Lakitu Cup F9
1:27:33 Star Lakitu Cup B9
1:34:54 Star Cheep Cheep Tournament F9
1:42:46 Star Cheep Cheep Tournament B9
1:52:23 Star Sands Classic F9
2:02:00 Star Sands Classic B9
2:11:42 Star Blooper Open F9
2:23:25 Star Blooper Open B9
2:34:35 Star Peach's Invitational F9
2:44:21 Star Peach's Invitational B9
2:55:10 Star Bowser Championship F9
3:08:00 Star Bowser Championship B9
I need to work on all of 12-15 - they ruin me more than they should.
Excellent shot making all around. More Ace shenanigans that won't disappoint!
discord.gg/4drVtQdVKr
While I have a Toadstool Tour-focused Discord server, it has been built over the years around the speedrunning community and unable to accomodate the increasing demand for Netplay. Thankfully, LHB founded a server that is much better constructed than what I can do, with matchmaking, rankings, a growing database, and tournaments!
This is the final match against the other undefeated player in LHB at Bowser Badlands from Back Tees! This course is insanely hard, even with Bowser. I knew that LHB would pick Boo. Boo fits the course very well and has excellent stats with decent chances at eagles. I knew if I wanted to win, I needed to play to win. So I went with Bowser. I've practiced a lot, and I figured having overwhelming power to force wins on at least one of holes 1 and 3 and hanging out would be the plan. Sadly, I was not on my A-game and missed enough birdies to get into trouble, even though I did win holes 1, 3, and 6. It was a great game that hopefully can be instructive to others.
If you're wondering about the mulligans, we made them available in the event a ping spike caused an errant timing of a shot, though this is very rare. This is what's great about Netplay's Golf Mode. Zero latency for one active player at a time, which is wonderful for games with alternating control. The mulligans are faster than redoing a hole outright. We had a third player act as referee to oversee the action.
discord.gg/4drVtQdVKr
After another failed grind at a Near-Pin record, I decided to try an Ace match to prepare for the first season of Netplay Singles Finals! I tried an unconventional strategy in a thematic ace that had so many ups-and-downs. Initial gameplay was encouraging, though I lost steam toward the end. Still a fine match!
discord.gg/4drVtQdVKr
While I have a Toadstool Tour-focused Discord server, it has been built over the years around the speedrunning community and unable to accomodate the increasing demand for Netplay. Thankfully, LHB founded a server that is much better constructed than what I can do, with matchmaking, rankings, a growing database, and tournaments!
I will be playing weekly matches in a single-elimination tournament and this is the semifinal match at Peach's Castle Grounds from back tees with tournament greens! This course is still very hard, but I find myself playing better here than at Blooper Bay. Waluigi is very capable of trying for eagle on all four par 5s - with a slice tech making albatross on 8 possible. RED also opted to use Waluigi. I had a good start that I did not relinquish. A couple dumb holes but some very good ones, too. RED fought hard at the end but it was too little, too late.
There were some technical difficulties that almost prevented the match from going as planned. A few moments still weren't completely smooth but still nothing that kept the match from being fair. Just had to wait out a couple surges.
If you're wondering about the mulligans, we made them available in the event a ping spike caused an errant timing of a shot, though this is very rare. This is what's great about Netplay's Golf Mode. Zero latency for one active player at a time, which is wonderful for games with alternating control. The mulligans are faster than redoing a hole outright. We had a third player act as referee to oversee the action.
Round 4 will take place next week against the winner of LHB and wata. I would bet 99% on LHB to win, so I need to be prepared for this possibility for finals at Bowser Badlands. I'm experimenting with different ideas for whom I want to use. LHB will almost certainly go with Boo - a very good choice for an optimal balance of control, trajectory, and power. I can either play for control and try to birdie every hole, winning by attrition, or I can play for power and overwhelm my opposition, at great risk. Sparks will fly.
A playthrough of Peach's Castle Grounds from Back Tees and Tournament Greens. I chose the star tournament but match play will be very similar. The only difference is the chance to get the easiest (#1) pins, whereas these do not get selected in star tournaments.
0:00 Intro
0:09 Hole 1
You can carry to the right if the wind isn't too strong against you. Going left is fine, but a fade will be needed around the yellow pipe.
1:02 Hole 2
Practice using topspin through the chomp pit - the resulting position can be useful. Play the green for position - not just proximity.
2:04 Hole 3
The left flags aren't too bad, but be careful about distance. For center, try to stick it tight. For right, give yourself the option to roll up with topspin.
2:45 Hole 4
If you feel bold, go for the Green Pipe. It's probably your only shot at eagle. Otherwise, split the hole in 3. For back flags, go past and spin back.
4:03 Hole 5
Feels like a Blooper Bay hole. Play straight and safe, then mind the green, though it will curtail your second shot's run since it goes uphill.
5:01 Hole 6
Try to land a few yards short and use backspin. A high shot is not a bad idea here. Even landing in a bunker is better than the fast fairway.
5:38 Hole 7
Easiest hole on the course. Take advantage of the flat areas of the green.
6:30 Hole 8
Aim left with a high 4WP for a shortcut to set up for eagle. The second shot will stick quicker than you may expect, so play it close!
7:28 Hole 9
Where I aimed straight ahead is generally best, though there is some space to the right. The green is against you initially, then tapers down at the back, so be careful!
8:22 Hole 10
Hard hole. A brave player goes left, though Yoshi is a strong boy, so going right is just fine. Bad weather made this even more challenging.
9:32 Hole 11
A short hole with a highly elevated green. The wind can be counter-intuitive on this hole - play high if you can.
10:13 Hole 12
You will not reach this behemoth UGIR unless you get even luckier than I did. Play as hard as you dare - your opponent will do the same! For back flag - try not to underhit the chip or putt!
11:35 Hole 13
The Yellow Pipe is only for flexing. Do mind the elevation change on the second shot since this will increase the wind's influence a bit and tighten your landing.
13:03 Hole 14
Check the pin. If you have left flag, try either Yellow Pipe or aim high and right for a good angle of attack. If you have right flag, cut the hole in half to the left like I did. Any of the other ones: adapt to the conditions!
14:12 Hole 15
Try to use the fast fairway to run a decent ways down. Too much and the mushroom at the bottom will give you problems. Either stick the pin tight with backspin or allow 20 yards of run with fast fairway - this green is tough!
15:17 Hole 16
The best option is to use the fast fairway and roll moderately until you reach the end of the patch but before the slope plummets. That's your best angle. Take advantage of the flat areas of the green.
16:11 Hole 17
Kind of evil. Hopefully you've already won! Front pin is easy - stick it tight. Back pin is decent since it tapers up, so don't be afraid to play close to it. The other two pins - give the ball room to run down! You're NOT backspinning that slope!
17:03 Hole 18
Yoshi has a tough time but CAN go for eagle. You just need to be even luckier and more aggressive than I was. Otherwise, go around the best way you can. This green goes way up - play to its contours and don't use too much backspin unless necessary!
discord.gg/4drVtQdVKr
While I have a Toadstool Tour-focused Discord server, it has been built over the years around the speedrunning community and unable to accomodate the increasing demand for Netplay. Thankfully, LHB founded a server that is much better constructed than what I can do, with matchmaking, rankings, a growing database, and tournaments!
I will be playing weekly matches in a single-elimination tournament and this is the quarterfinal match at Blooper Bay from back tees with tournament greens! This course is so much harder than Lakitu Valley, and with how often I miss sweet spots, I cannot afford to use Bowser or even Daisy. Waluigi is still very capable all around, only occasionally sacrificing eagle chances on 2 and 13. Slosh used Birdo, who is an excellent choice as well for the strong loft and spin to keep irons to the greens very sticky. If you're wondering about the mulligans, we made them available in the event a ping spike caused an errant timing of a shot, though this is very rare. This is what's great about Netplay's Golf Mode. Zero latency for one active player at a time, which is wonderful for games with alternating control. The mulligans are faster than redoing a hole outright. We had a third player act as referee to oversee the action. Edit: I just looked at this and I realized I cropped out half of the Golf Mode window. I should remember to drag it into the corner of the game window. My mistake.
Slosh was very strong. Possibly the best of the Striker gang that formed their own Netplay server. I had never played him previously, though I knew he played a tight game with Birdo. And it showed here! I was under the gun from the start when a slice prevented green-in-regulation and I couldn't convert birdie. Thankfully, some luck on 9 enabled a recovery and from there I fought for a break. This was a struggle - Blooper Bay might be my worst course. But wow, what a match!
Round 3 will take place next week against the winner of Craazy and Randomepicdude at Peach's Castle Grounds. Both are good, but hopefully won't pressure me as much as remkey and Slosh had. I've played RED several times in friendlies and never lost. Craazy is supposed to be quite good. PCG is my baby and I will not lose!
My match for Round 2 will be published two hours after this video goes public.
0:00 Intro
0:10 Hole 1
Play along with the fast fairway strip on the left. Usually, you want to use a 3WP. Then try to stick a high shot to the green as best as you can and sink the putt.
1:08 Hole 2
Unless you have a tailwind over 14mph and are very confident (in which case go right over the bunker), play safe to the left. Then fade around the trees somewhere safe. Finally, stick the green tightly, but watch for the strong slopes.
2:21 Hole 3
Send a high shot a few yards 3-10 yards short and prepare to use backspin. If you get left flag, you could try to land short and use topspin.
2:50 Hole 4
Headwind prevents the shot to the left. Don't do what I did, but I managed to escape anyway. The Metroid noise was my alert, so someone must've followed my Twitch channel.
3:44 Hole 5
Play safely to the left with a high 3WP. For front pin, try to land pin-high and use super-backspin. For right pin, either play a bit left or you can try to topspin through the bunker.
4:34 Hole 6
Tough hole. Try not to overshoot. If you get back pins, try rolling up the slope. If you need to putt up the slope, be very assertive.
5:25 Hole 7
Play short of the pot bunkers. It's not worth the positional advantage going farther unless you can stop in the leftside bunker. A tight second shot will seal the deal.
6:30 Hole 8
Try to drive into the lower area with a 1WP. Not much else to say, but do respect the slopes.
7:22 Hole 9
Aim about where I did with the goal being to land on or just short of the shadow of the palm tree. Then set up a high powered draw as weather permits. DON'T HOOK!
8:33 Hole 10
Playing to the sand on the right is not the worst idea. What happened to me was a deadly hook/-1% combo, but tight irons and a good putt can save the hole.
9:44 Hole 11
Very strong upslopes. Backspin was a mistake here, but I find uphill putts easier because you can be aggressive. Sadly I missed my mark.
10:29 Hole 12
Use a fade since a tree blocks any non-fade. Then send a tight shot to the green.
11:17 Hole 13
Yoshi can't reach the whale from back tees. Don't do what I did; rather use a center or high ball. If you're in fairway, you can go much further on the second shot and have a much easier birdie than what I had. Bad hole, but something to learn from.
12:39 Hole 14
Hard hole. 3WP or 4WP to a comfy spot. Try to avoid the right side of the green unless the pin is there. I lucked out here. Try a draw or fade if it improves your angle of entry.
13:50 Hole 15
Aim to carry about 220-230 yards like I did. Going so far downhill will increase the potency of the wind a bit and also tighten the landing. Use this to your advantage.
14:46 Hole 16
Always go high. A high 3WP works well off the tee. Then finesse your way to the green. Play high and use backspin if you must, since the greenside bunker will sting if you lose carry.
15:55 Hole 17
Fairly simple, though still long. The green is pretty sticky. If you do have back pin, try to go past it. My putt was quite tough.
16:41 Hole 18
Yoshi DOES have the chance to land on the planet but it requires good luck and shotmaking. If you are 1-down in dormie, GO FOR IT! If not, maybe play safely for birdie.
The back tees stretch already long holes to ridiculous lengths! I wasn't getting UGIR on 1, carrying the boardwalk on 2, or sticking the bluff on 3 with Waluigi, so I went with Bowser. After hole 3, Waluigi would've been more efficient, but I'll wait for someone to bop me before I grind that again. Back 9 was sloppy, which is no surprise, but the front was actually good. Any IL round under 9 minutes is honestly really good.
That takes care of all Speed Golf in Toadstool Tour! And all in five weeks! Not bad!
This isn't too different than just speedrunning Bowser Championship in "any%", but I can use Waluigi! His power and flexibility are immensely useful and sufficient. I won't return to this unless I get bopped.
Here, instead of getting lots of chips-in, I focus on sharp, snappy shots. As holes get longer, Bowser's power has diminishing returns from a speedrunning perspective. Waluigi is inherently faster than Bowser. This still took a long time to crack!
discord.gg/4drVtQdVKr
While I have a Toadstool Tour-focused Discord server, it has been built over the years around the speedrunning community and unable to accomodate the increasing demand for Netplay. Thankfully, LHB founded a server that is much better constructed than what I can do, with matchmaking, rankings, a growing database, and tournaments!
I will be playing weekly matches in a single-elimination tournament and this is the qualifier round at Lakitu Valley with back tees and tournament greens. Bowser and Petey Piranha are top choices for their ability to threaten many eagles, taking rounds beneath -23 on good days. We used an AR code that allows duplicate characters to be selected, though you can tell which Bowser is which by observing whose icon is enlargened; or by watching who is in control in Golf Mode. That's the wonderful thing with modern Netplay - Golf Mode enables one player at a time to have zero latency, which solves the biggest problem in a game as tight as this! If anything, the trees cause more lag than the Netplay!
Remkey was very, very strong. I just happened to be playing an insane game. If seeds were different, I imagine he'd be threatening semi-finals.
Next Round will take place sometime next week against Slosh. I probably won't stream it since it'll be a weekday. But if I make it to semi- or finals, I want to broadcast it!
We all knew that Badlands would be the worst - maybe. PCG is damn hard, too. This course took over 4 hours, which I have cut here in half. Most of these cuts were for "Thwomp Romp" and "Needle Mountain Madness", since I needed a second broadcast to finish this challenge. "Bowser Jr's Breath" was quicker than expected once I found the correct wind, though the second ring being elevated was annoying. "That's a Volcano" is of course the magnum opus and the craziest of them all!
0:00 Bewitched Bridge
2:07 Sorry, Bob-omb
13:53 Thwomp Romp (over an hour cut)
24:04 Bowser Jr's Breath
41:17 Needle Mountain Madness
49:31 That's a Volcano! (UNCUT)
Progress had been quite smooth, with several trouble holes taking less time than anticipated and a couple routine holes taking much longer. This all changes with Peach's Castle Grounds! "Mushroom Doom" was insanely hard as expected. "Starlight Starbright" was a series of happy accidents that easily took an hour less than it could have. I forgot to cut the time I had to take a wizz, so you can use the timecode to skip that.
0:00 Warp Pipe Hype!
2:29 Chain-Chomp Caution
15:53 Big Bob-Omb
20:26 Ring around the Koopa
26:21 Mushroom Doom w/Headwind 1
45:32 Mushroom Doom w/Tailwind
1:02:28 Mushroom Doom w/Headwind 2
1:08:00 BRB
1:10:08 Star Light, Star Bright
Progress was intially quite good, with everything through Blooper Bay taking under two hours. "Times Two" is the first difficult hole, requiring every stroke and a different angle for the second shot to consider. "Columns on High" is the first truly difficult hole, though even this didn't take too long. Blooper Bay was just being Blooper Bay, with "Snarky Sharky" taking a surprising amount of time.
0:00 Breaking some Lessons
8:12 Ring Near Troubled Water
11:15 No Easy Entrance
11:46 Long Ring Run
13:03 Ring Here, Arch There
14:43 Two-Ring Bunker Ball
16:09 Times Two
25:07 Waterfall Arch
27:36 Skid, Ski, Skip
30:48 Donuts! No, Ponds!
32:52 Hunkering Bunkers
33:53 Treetop Target
34:52 Flowering Arches
36:05 Phunky Phaoroh
39:31 Rocky Rebound
40:47 Pyramid Pinnacle
45:02 Columns on High
52:02 Ring in Ruin
53:37 Ruins, Rings, Right On!
56:13 Dolphin Dreams
1:10:43 Rocky Rings
1:11:59 Wacky Weather
1:19:05 Snarky Sharky
1:37:07 Floating Huts and Hoops
1:47:50 Heartburn
This is Bowser Championship, though about 90 minutes has been cut from holes 3, 7 and 8. Many, many mistakes have been made. Please don't allow yourself to go above par and grind for a birdie. Hole 7 was so much harder than expected.
0:00 Intro
0:30 Hole 1
5:05 Hole 2
8:00 Hole 3 (24 minutes cut)
9:58 Hole 4
10:43 Hole 5
15:25 Hole 6
17:02 Hole 7 (41 minutes cut)
17:56 Hole 8 (26 minutes cut)
20:37 Hole 9
24:33 Hole 10
31:16 Hole 11
32:55 Hole 12
40:14 Hole 13
50:27 Hole 14
1:05:00 Hole 15
1:21:25 Hole 16
1:24:32 Hole 17
1:31:53 Hole 18
This goes from Lakitu Cup thorugh Peach's Invitational. Every course gets much longer than the previous. Badlands is next, and it took longer than everything up to this point combined.
Today's subject is a chimpanzee that has become too intelligent. Can he be stopped?
Holes 4, 8 and 10 were amazing. 9 and 13 had tiny mistakes that were enough to lose. Tolerance for failure is minimal.
0:00 Intro
1:01 Ring Shots TH
5:14 Ring Shots KP
10:09 Ring Shots SGD
15:35 Ring Shots YI
23:18 Ring Shots BV
31:07 Badges TH
43:03 Badges KP
54:51 Badges SGD
1:12:12 Badges YI
1:25:46 Badges BV
1:46:31 Badges MS
2:03:39 Match VS Luigi
2:17:18 Match VS Yoshi
2:31:03 Match VS Sonny
2:45:21 Match VS Wario
3:03:25 Match VS Harry
3:18:49 Match VS Mario
3:33:46 Match VS Bowser
3:52:45 Ring Shots MS
4:14:02 End Credits & Comments
I must have had a hell of a run for back tees: 7 minutes is quite the benchmark.
1) The hard drive popularized by Hephlex and others. Don't slice and you'll probably be fine. The game will probably force you to punch or draw around, but a 3/4 3I or a low draw with a wood can work, but do watch the fast fairway and bunker.
2) An unpowered drive to a larger area. You will have to fiddle with your shot to avoid the Thwomps and reach the green.
3) My favorite position: nudge a bit right and take a low draw with about 80-85% power to the spot where I like to set up for Ring Attack. The beauty here is that usually your shot will dodge the Thwomps automatically, so only minimal setup is needed, but the second shot is a long one.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) The traditional shortcut to the left with a high 4IP or 4w fade. Aim carefully, there isn't a lot of space, though a slice can help in a pinch. A lowered wedge takes it home. Still probably the overall best idea.
2) Cutting the hole in half with a high, strong pitching wedge to the right, then a high wedge up to the green. A bit of extra aiming added maybe a second to this.
3) A high-sliced driver aimed at the left tee marker that swoops up to a similar region as route #2. Oddly effective, though more risk of hitting a mushroom.
4) Going straight out, then using the maximum slice that is still within the impact zone of a 4wP to swoop up to the green directly. I once thought this was impossible. Slow but swag.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) A low fade straight into the Green Pipe. Pretty risky but flashy and fast. This can tolerate slight right-left winds, a bit of lost power, and even rain. If your low fade biases more toward the fade side, a hook might even work. +1% RNG or headwind do not work. If you succeed, you have a high chance of being able to reach the green.
2) A drive that tries to stay on top of the hill and not stop on a janky slope, which will destroy the carry you need to reach the green. This does leave a long shot but is probably safest overall.
3) The typical speedrun shot of using the fast fairway patch at the top to bounce down and past the pipe outright. This can be unreliable but might actually set you even closer than the pipe shot would.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) Taking a shortcut as far left as I can and then cutting through the heavy rough. Potentially among the fastest options with practice. Be sure to carry over the OB grass!
2) The more typical speedrun drive aimed at the right of the two trees and fading back. This leaves you 60-90 yards to float a simple shot to the green.
3) A low draw going through the central chomp pit to short iron range. There are better options, I believe.
4) A low drive along the fairway, leaving a mid-iron to the green. Not great, not terrible.
5) A punched drive followed by a low 3I or 4w to the green. This is quite fast for pins 1 and 3; be careful with pin 2.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) Aiming at the green pipe with a slightly reduced power shot. There is a lot that can go wrong here, but if you get front pin (#3), there is an easy chip-in for eagle. The other two are a bit tougher. You'll save a couple seconds and get a best drive that won't be beaten for the rest of the tournament. Still scary.
2) The quick, easy drive followed by an iron to the green. Be careful with pin #2 as the second green pipe will need to be played around; don't try to go low. Yellow Pipe is made largely redundant since you can hit almost this far anyway.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) Going the top route. My guide is to aim at or just right of the right of the pair of palm trees. Being on the inner half of the curve past the pot bunker gives you precious leverage to attack the green versus taking it a bit safer to the left. Overall safer route, though pin 3 will still be very challenging.
2) Shooting immediately into the bottom path and using a draw with topspin to stay on short grass. Usually a 4w or 3w power with a pinch of loft will do the trick. Pin #3 will require you to get creative, though, and maybe swallow some sand, because good luck sticking that shot.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) A low drive that lands short of the fast fairway and bunker. Safe, though leaves a long second shot that might be tough to stick.
2) A low power draw that inches ever closer to the bunker, which leaves a bit less to the green. I think this is most runners' preferred shot.
3) A grip-it-rip-it drive that goes deep, most likely lands in rough, but ends much closer to the hole and more parallel to the green.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) The typical speedrun drive of a powered low fade. Add a hook if you get +1% RNG. From there get to the green as best as you can, minding (or using) the fast fairway in front of the green.
2) Dump the ball into the bunker, then dig out. Not as crazy as it may seem, but be ready to react to RNG.
3) Did it because it's there. But it's dumb. Playing to the island is slow and gives you terrible angles to every pin. Leave this to Ring Attack.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) The low fast drive, with a little twist. The subtlest fade makes the drive stick and roll up so well, putting you in a pretty good spot. This run hit rough, which sped it up, but probably still the fastest route overall. Hopefully you get a good Lie.
2) Another low drive, this time a power and draw, that barely stops short of the rough. Might end up closer, but there is a chance you'll have to tweak your shot to dodge the shark's upper jaw.
3) Taking the fast fairway to the lower ledge, cutting the distance to the pin. Safer overall, but watch how much you're rolling.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) The speedrunner's choice. While presenting the longest second shot, it also presents the best angle and thus the flexibility to try making the shot even lower and faster. I find a low 3w Power to the flag works well most of the time.
2) A scarier version of the first route that saves about 20 yards. This was originally used before someone (maybe me?) found the low fade, which we agreed was a great compromise.
3) The long, safe drive to the other side, leaving an iron to the green. A couple seconds slower, though it may be your cup if tea if you are learning the speedrun or the weather is especially bad.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) A lower power shot played to a thin strip of fairway that provides a high shot between two palm trees to the green. Potentially faster, though a bad Lie may ruin this.
2) The safer, more traditional power shot played to the back left corner. Having to fade around a tree might slow you down a bit but this lends more contingency overall.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) Bounce off the rock to the left ala "Rocky Rings" from Ring Attack. Losing too much power from either missed marks or playing too low is disastrous. Landing in the rough lip can prove very awkward as well. Though this is your best angle if you pull it off just right.
2) A low drive that stops short of the star bunker. Leaves a long second shot which is challenging for back flag. Leave room to roll down this green, though if you have front flag, perhaps don't use top-ball impact point.
3) A longer drive that cuts down the second shot. Slightly longer but safer, though if you can snag a 3I to the green, you can make some of that difference up.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) A roundabout birdie route. Taking some time to aim more optimally might help a bit in the long run.
2) A rock bounce that can get you a few yards closer, which can be essentially for trying to get close for back flag. Don't consider this option if you get front flag as it is risky and route 3 will do the job.
3) The speedrunner's favorite of aiming just enough left and making the strongest shot possible with the help of a quarter- to half-fade. This will be good enough to pursue front flag, though back will be a struggle. It's a balancing act of not hitting too high to hit the ruins.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.
1) My disgusting eagle route. Don't actually depend on this; it's mostly a proof of concept because the shots and conditions have to be ideal. Go as far out and left as you can and hope the lie is good. Then blast over the canyon right of the flag and hit your hardest shot with topspin! It is actually possible to UGIR but again - good luck! This is only for the saved stroke since you won't be saving time.
2) Setting up toward a small section from which to shoot through the gap to the green in three shots. This is interesting but ultimately suboptimal because of the amount of tweaking you have to do to land safely out there and then crank your hardest shot to the green. Waluigi's strength does have its limits.
3) A more traditional, snappier route around the long way. Low hard drive, then a low fade around the rock to safety. Practice this second shot. Then it's pretty straightforward to finish. My recommendation if you play this hole.
I used Training Mode to keep the pin and weather consistent, though this makes the timing a bit inconsistent, especially the ending because there can be extra delay for the end screen based on how much the ball jostles in the cup.


