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minna no / everybody's / hotshots golf - can someone explain the finer points?

mrklaw

MrArseFace
CS6hx.jpg


There have been a few requests lost in the Vita thread, so I finally thought to just start a thread so golf experts can provide some advice.

I've tried to dig around but it seems one problem is that with minna no golf, you hit experts very quickly, with talk of rabbits and turtles without explanation, so it would be good to get some basic pointers. I would guess the Vita game is closest to the PS3 game in how it controls, but I'm happy to try out PSP control methods just in case they vary.


Spin:

You can press left while the shot is building up to give the ball side spin, and the ball will bend to the right after being hit - useful for getting around curving fairways etc. Likewise for curving to the left (just hold right when taking the shot)

Or press up to get topspin, keeping the ball low and being less affected by the wind - does it also tend to roll more when it lands? Press down to get backspin which pitches the ball higher which will be affected more by the wind, but it'll stop quicker when it lands.

But what about super spin? For extra bend to the right, do you press left while the shot power is building up, then let go and press left again while getting ready for impact? Or left then right? Is it affected by when you press left/right?




Special shots:

I now have my character at MAX level, and should have homing shots etc. I've done one shot where the ball hits the green and spins backwards leaving a trail of fire. But I don't know how I did it. So can someone explain what the different special moves are, and what you need to do to pull them off?


Rabbits and Turtles:

So these seem to be ways that you deliberately mis-hit your ball, so it veers to the right/left, but in return you hit the ball further. Hit the ball before the sweet spot, and you get a rabbit, the ball shoots off to the right. Hit it late, and you get a turtle and the ball shoots off to the left.

Is the amount it goes left/right fixed, or does that vary on how early/late you hit it? Want to be able to get a bead on where to aim to compensate.

Do the rabbit/turtle shots also curve, or are they straight shots?

And if super spin only works if you hit the shot perfectly, does that mean you can't pull off a super spin shot *and* a rabbit/turtle at the same time?
 
Too much to type on this iPad, I have lots of same questions but I am pretty sure rabbit and turtle are never good, rabbit is just too early and turtle too late... hitting 'just timing' is the musical note and that is what helps trigger the special shots. You press square to select power shot, hit just timing and slightly jolt the vita on impact zone to trigger extra super power. Rising shot and homing shot are done with super top spin and super back spin but seems nearly impossible to me
 
All I know is you get the rabbit if you impact too early and the turtle if your too late.

It's a bit like a hook or a slice. Some players can use them to their advantage and that In golf is known as a fade or a draw.

I think.
 
Can't you just press left or right on dpad for same slice effect? I used it to get around some buildings in bronze courses, but I really still don't feel like I know what I am doing. at least I finally found the guide for unlocking crowns but I still don't know on some of them mean, 'Par on One' or something is one of them..
1-2 is hitting a rising shot
 
We need to get the guy from that shihiko page to post here :P

So to hit a rising shot you press up for power and up for impact and then use Lvl 3 Spin club/balls and have maxed out character? yeah this game is crazy...lots of grinding, I've been using 2-4 the "big cup" one to grind and try to get an albatross, I haven't had luck getting the latter yet (hole in one) although came very close multiple times it clanked against the pin and bounced a few cm away.......
 
think I'm going to rebuy it on PS3 - I could have sworn I had it originally but I can't find it anywhere, or any save games - so it might have been a hallucination.
 
Someone explain the trick to take pics on my vita and I will up pics...I can't figure it out, do you do it from twitter app?
 
I really haven't ever liked sports games that much but I am digging this one a lot...I like the RPG feel of leveling up and buying stuff from the shop, and the levels add enough gotchas and ramp up in difficulty each next rank you upgrade to (I fear what the Silver and Gold courses will throw at me).

Can you link to images directly on twimg.com? Let's see..

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I hear you Flunkie, I'm just (patiently) waiting for the US version... Such a great game.

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And if super spin only works if you hit the shot perfectly, does that mean you can't pull off a super spin shot *and* a rabbit/turtle at the same time?

You'll get some of the characteristics with the shot but it won't have the full effect that you'd get with a perfect impact.

Special shots: I think these are mandatory to chip onto the green with, as if you hit the flagstick pulling of a special shot, it'll put the ball into the hole (almost) every time. Mostly I'm either giving it super backspin (if I'm landing the ball behind the hole) or super forward spin (landing in front, straight attack). But you have to hit the flagstick for this to work, so it takes some practice.

Been curious, for those with the Vita, how many tracks are included, are they all new or some from the PS3 (or previous) version(s)? Does the expert shot mode return?
 
Paging Alex Anderson. Dude has played *tons* of HSG. I think Jim Cordeira was huge into HSG for awhile to, iirc.
 
does the indicator on the course show estimated overall distance or where the ball will land?

It's, I believe, an approximation of where the ball would land but in the most ideal set of circumstances. It doesn't take into account wind, elevation, the terrain, trees and other obstacles. And if you put spin on the ball.

Kind of like putting, where you'll see a flag on the power indicator, but that doesn't necessarily represent how much power you'll need (or not need) to sink the shot.
 
Yeah, also you should change the shot direction based on wind...when the wind is a question mark you should look at the trees to see if it's really strong or not, if it's not you usually can hit it the default direction when closer to tee but if it's strong you have to point a little bit left or right.

The hardest ones are bunkers because the flag will be like 30% power but if you hit it even twice that sometimes it's not enough. That's actually probably my only frustration with the game, you can get in some bad areas that are almost impossible to get out of, I actually took a picture of the area where I was stuck under some Japanese temple, it wouldn't let me shoot the other direction and every time I would shoot I would get "unplayable" or OB.

I seem to have done well with Big Air clubs and balls and then put backspin on the ball when I go for the green, because more often than not I am overshooting and need the ball to stop. By miracle chance if you hit the tee I guess this is also how it triggers homing, but I haven't done it yet.
 
The hardest ones are bunkers because the flag will be like 30% power but if you hit it even twice that sometimes it's not enough.

I know what you mean, it seems more of an individual character trait as some characters hit great out of the bunker and others do not, usually requiring perfect impact just to escape. Always trouble when I see a lot of sand around the green, just like real life. :(

Since you're playing the Vita version Gaspode, have you gone online with the game?
 
The hardest ones are bunkers because the flag will be like 30% power but if you hit it even twice that sometimes it's not enough. T

Did you ever play the PS2 games? There were two types of perfect impact. Perfect impact and super perfect impact.

Now as I'm sure you know when the shot says 70% to 100% and you did a 30 yard shot at full power, your ball could travel anywhere between 21 and 30 yards. However, in the PS2 games if you got perfect impact(hitting the line on the button), the percentage would be cut in half. So in the example I gave, the lowest percentage you would get would be 85%. However the PS2 had pressure sensitive buttons and if you got perfect impact and pressed the shot button with the exact right pressure you would get super perfect impact guaranteeing the shot would get 100%.

I could never, NEVER get the super perfect impact down pat and it would always happen when I didn't want it to. Like when I got a terrible lie and had a large percentage range something like 30-100% and would anticipate not getting near 100%.

Man that was annoying.

OP, the special shots require you to press the opposite direction while selecting power and the correct direction while selecting impact. So for super backspin press up when you select power and down when you select impact. Doing that will give you the homing ball(assuming you hit the flag pole with the shot). The opposite will give you the run up the flag pole shot. The super side spin(pressing left while selecting power and right while selecting impact or vice verse) will give you a crazy hook or slice and if you hit the flag pole will cause the ball to spiral down into the cup.

The trail of fire on backspin is normal. That is what always happens with backspin. How much backspin you get depends on a couple of factors.
1) the attributes of your character(clubs effect this)
2) the loft of the club you selected(9 iron is better at getting backspin then a Driver)
3) if you used a special shot or not



As for my own question. How are the shot mechanics in the Vita version. Is the traditional Shot an option?
 

Thank you. I was a little concerned with the bar being curved in the videos I saw. I found the player taking the shot the second you select impact distracting. That hybrid advanced shot/Traditional shot is interesting. I may have to give that one a go. I found it too difficult to select power properly with short approach shots with the Advanced shot in HSG5 and stuck with traditional as a result. The lack of distance was a huge disadvantage in online play, My short game needed to be godly to make up for it.

Do all these shots have varying degrees of effect on your power?
 
I like the psp version (the sequel) a lot, but I can't see if a slope is angled the vast majority of the time, or at least not which way it is angled.

I'll think it's angled left and shoot more to the right and it turns out it was angled to the right.
I never had problems telling irl but on the psp screen I can't tell for some reason.

Really sucks the fun out of putting for me.
Can't judge the path my ball has to take if I can't tell if it is sloped.
 
I like the psp version (the sequel) a lot, but I can't see if a slope is angled the vast majority of the time, or at least not which way it is angled.

I'll think it's angled left and shoot more to the right and it turns out it was angled to the right.
I never had problems telling irl but on the psp screen I can't tell for some reason.

Really sucks the fun out of putting for me.
Can't judge the path my ball has to take if I can't tell if it is sloped.

I never had any trouble with putting ever. up/down was always the easiest part(0.1 feet of height=1 foot of putt distance change), left to right I could always tell which way it was going and it's just pure gut after that. My putting average has always been around 1.1-1.2 meaning I only miss 1-2 putts per 9 holes on average.
 
Wow, quite a lot of choice. Arrow is interesting, although I'm probably going to be switching off between traditional and (working on improving) advanced.

Is traditional selectable from the get-go?

traditional and advanced (the circle one) are standard from the start. Quite early on you unlock the third and fourth modes, but I haven't unlocked the others yet.
 
Good to know mrklaw.

Seeing this thread and that youtube video is almost tempting me to import it...
 
The online is brutal, Japanese players are way too good at this game... The avg on daily tournament is -6, I even came out with -3 once and was in nearly last place...I haven't tried vs because I am nearly traumatized by the daily online results
 
CS6hx.jpg


There have been a few requests lost in the Vita thread, so I finally thought to just start a thread so golf experts can provide some advice.

I've tried to dig around but it seems one problem is that with minna no golf, you hit experts very quickly, with talk of rabbits and turtles without explanation, so it would be good to get some basic pointers. I would guess the Vita game is closest to the PS3 game in how it controls, but I'm happy to try out PSP control methods just in case they vary.


Spin:

You can press left while the shot is building up to give the ball side spin, and the ball will bend to the right after being hit - useful for getting around curving fairways etc. Likewise for curving to the left (just hold right when taking the shot)

Or press up to get topspin, keeping the ball low and being less affected by the wind - does it also tend to roll more when it lands? Press down to get backspin which pitches the ball higher which will be affected more by the wind, but it'll stop quicker when it lands. yep

But what about super spin? For extra bend to the right, do you press left while the shot power is building up, then let go and press left again while getting ready for impact? Or left then right? Is it affected by when you press left/right? to get super side spin left, press left on the upswing and the right on the downswing and perfect contact will give you super side spin left, other way for right. up and left, down and right with perfect impact will give you super backspin/homing and super side left.




Special shots:

I now have my character at MAX level, and should have homing shots etc. I've done one shot where the ball hits the green and spins backwards leaving a trail of fire. But I don't know how I did it. So can someone explain what the different special moves are, and what you need to do to pull them off? perfect impact will give you the fire


Rabbits and Turtles:

So these seem to be ways that you deliberately mis-hit your ball, so it veers to the right/left, but in return you hit the ball further. Hit the ball before the sweet spot, and you get a rabbit, the ball shoots off to the right. Hit it late, and you get a turtle and the ball shoots off to the left.

Is the amount it goes left/right fixed, or does that vary on how early/late you hit it? Want to be able to get a bead on where to aim to compensate. very dependent on when you hit it, too early or too late will have the ball going straight up in the air for about 10yards.

Do the rabbit/turtle shots also curve, or are they straight shots? they curve, equivalent to hooks and slices in actual golf

And if super spin only works if you hit the shot perfectly, does that mean you can't pull off a super spin shot *and* a rabbit/turtle at the same time? yep, rabbits and turtles can get you around corners and give you extra length so side spin is useless anyway and not great for ultimate accuracy so trying to attack a green with a rabbit requires skill i don't possess

see answers in text
 
no golf-gaf around?

HSG5/PS3 game came out... nearly 4-5 years ago, dude. I doubt you're going to see a huge GAF presence for it.

I honestly don't get into the nitty-gritty of that stuff. I just line my shots up, go for max power and don't mess with anything else and I seem to get par-birdies depending on the course just fine. So... *shrug* I don't think HSG is going for "accuracy" or anything like what you're looking for. It's meant to be a casual/arcade Golf game and I'm completely fine with it for being that.
 
HSG5/PS3 game came out... nearly 4-5 years ago, dude. I doubt you're going to see a huge GAF presence for it.

I honestly don't get into the nitty-gritty of that stuff. I just line my shots up, go for max power and don't mess with anything else and I seem to get par-birdies depending on the course just fine. So... *shrug* I don't think HSG is going for "accuracy" or anything like what you're looking for. It's meant to be a casual/arcade Golf game and I'm completely fine with it for being that.

if you want to play online esp against the japanese guys you need all of this. shooting -20 on many of the courses on the PS3 didn't even guarantee a place, never mind a win
 
HSG5/PS3 game came out... nearly 4-5 years ago, dude. I doubt you're going to see a huge GAF presence for it.

I honestly don't get into the nitty-gritty of that stuff. I just line my shots up, go for max power and don't mess with anything else and I seem to get par-birdies depending on the course just fine. So... *shrug* I don't think HSG is going for "accuracy" or anything like what you're looking for. It's meant to be a casual/arcade Golf game and I'm completely fine with it for being that.

its *because* its an arcade game that you need to know this. You wouldn't be learning 'homing shots' in a realistic game. And the courses/difficulty is set up to reflect that. Eg in the single player challenge mode, to earn 'crowns' (perfect a level) you need to use these super spin shots to get eagles/holes in one etc.

and although HSG came out ages ago, there are plenty on GAF around since before then, and there will be plenty that love HSG - just got to dig them out.
 
CS6hx.jpg

Spin:

You can press left while the shot is building up to give the ball side spin, and the ball will bend to the right after being hit - useful for getting around curving fairways etc. Likewise for curving to the left (just hold right when taking the shot)

Or press up to get topspin, keeping the ball low and being less affected by the wind - does it also tend to roll more when it lands? Press down to get backspin which pitches the ball higher which will be affected more by the wind, but it'll stop quicker when it lands.

But what about super spin? For extra bend to the right, do you press left while the shot power is building up, then let go and press left again while getting ready for impact? Or left then right? Is it affected by when you press left/right?




Special shots:

I now have my character at MAX level, and should have homing shots etc. I've done one shot where the ball hits the green and spins backwards leaving a trail of fire. But I don't know how I did it. So can someone explain what the different special moves are, and what you need to do to pull them off?


Rabbits and Turtles:

So these seem to be ways that you deliberately mis-hit your ball, so it veers to the right/left, but in return you hit the ball further. Hit the ball before the sweet spot, and you get a rabbit, the ball shoots off to the right. Hit it late, and you get a turtle and the ball shoots off to the left.

Is the amount it goes left/right fixed, or does that vary on how early/late you hit it? Want to be able to get a bead on where to aim to compensate.

Do the rabbit/turtle shots also curve, or are they straight shots?

And if super spin only works if you hit the shot perfectly, does that mean you can't pull off a super spin shot *and* a rabbit/turtle at the same time?

OK, in turn:

Spin
Yes, the ball rolls more if you add topspin. This can become a little uncontrollable if the ball hits a slope going downwards as it'll really jump off.

I believe for super spins to the left/right, you need to hold the opposite direction when setting power, and then hold the direction you want to spin when setting impact (you need perfect impact or this to work). Unfortunately, this is probably the longest period that I've had without playing any HSG game for ages so I can't fully direct you yet. Sorry :(

Special Shots
They're all super spins:
Up/Down - Super backspin
Down/Up - Super topspin
Left/Right or Right/Left - Super sidespin

Homing Shot - Hitting the pin (flag pole) with super backspin causes the ball to "sometimes" stop and roll towards the hole. It may hit the pin a few times and then it'll either go in the hole or miss the hole slightly and veer off into the most unexpected putting position on the green. Depends on the club but 5i to SW tends to give you the best chances for this as they give you more height in exchange for less power.

Rising Shot - Hitting the pin with super topspin causes the ball to ride up the flag pole and down again. This is crucial if there are any trophies asking you to hit the actual flag as it's otherwise hard to do. This has a chance of executing and failing (most likely when the ball actually flies in the air past the flag). My theory is that the wind has an important part to play in whether this fails or not.

Spiral Shot - One I still haven't mastered myself. Hit the pin with super sidespin and the ball spins round the pin until it reaches the hole. I believe this can fail as well but I've only executed it 3 times and on all occasions, it's succeeded.

Rabbit and Turtles
Sadly, I never got into doing these myself. They're harder to practice with than with accurate shots to me.

Knowing me, someone's already answered these while I've been typing so apologies for any duplicate advice.
My best ever score is a -23 BTW on EG2 on PSP (first course obviously) ;)
 
Paging Alex Anderson. Dude has played *tons* of HSG. I think Jim Cordeira was huge into HSG for awhile to, iirc.

I sure have :) HSG5's the only one I've gotten serious with, though. 3, 4, and the PSP ones if they had rabbits and turtles I didn't even know about them at the time D: Someone online with 5 had to teach me about those.

Anyway, looks like the OP's questions have all been answered so I have nothing of any real value to add, hehe. I didn't import a Vita so I don't know anything about that game yet. Pretty much just waiting for Feb 15th to roll around...

If anyone wants to play HSG5 (western server, I don't have the JP version) feel free to add BJindaheez. I'm on pretty frequently.
 
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