**************************************************
* Super Monkey Ball: Monkey Target Mini FAQ v1.0 *
* by Professer Revolution                        *
* This document is copyright(c)2001 by the author*
* Super Monkey Ball is (c)2001 by Sega Co Ltd.   *
**************************************************

WARNING!

 This document is intended for private and personal use only, and may 
be freely distributed on the internet provided the following 
guidelines are followed:

1. You have the author's(my) permission
2. You do not alter the document in ANY way
3. No ad banners appear on the same page as this document

  Showing this document in a framed window with ads around it is not 
acceptable. Also, this document may not be reprinted in any magazine 
or other for-profit publication. This document may not be used as 
incentive to buy/sell a product. And above all else, do not steal 
from this FAQ and call it your own.

================
Revision History
================
v1.0--First draft
     -Everything is in

========
CONTENTS
========
1.INTRODUCTION
2.CONTROLS
3.MONKEY TARGET BASICS
  -SETUP
  -GOAL
  -ROULETTE WHEEL
  -POWER UPS
  -THE LANDING AREAS
4.MONKEY TARGET STRATEGIES
  -BANANA CRAZY
  -MIDDLE OF THE ROAD
  -PLAY IT SAFE
5.MISC STUFF
6.NEXT REVISION
7.ABOUT THE AUTHOR
==============
1.INTRODUCTION
==============
  Welcome to my Mini FAQ for the Monkey Target Mini Game in Sega's
amazingly fun game for the Game Cube Super Monkey Ball. Instead of
doing one big FAQ for the game, I decided I'd just write up a couple
smaller, more in-depth ones for the mini games I play the most. This
one is the first, there may be a couple more, I'm not sure yet. Monkey
Target is the one Mini-Game that gets played the absolute most by my
friends and I, so I feel I've seen enough competition and played the
game enough that I can offer some help to newcomers and those who 
want to get their scores higher.

  Please know that this guide is based on the Japanese version of the
game, so there may be some changes in the US version. I'll update the
FAQ when the US one comes out to reflect these changes. I highly doubt
anything but the text will be changed though. Anyway, I hope this FAQ
will help you out in some way while playing the best part of Monkey 
Ball: MONKEY TARGET!

Enjoy!
==========
2.CONTROLS
==========
  The controls for Monkey Target are simple enough:

ANALOG STICK: Control Monkey Ball
A BUTTON:     Stop Roulette Wheel/Open and Close Monkey Ball

When flying, hold up on the Stick to gain speed and lose altitude and
hold back to lose speed and gain altitude. Once you jump off the ramp
hitting A will open your Monkey Ball and let you fly around, when you're
in the position you want to land, hit A again to close it and fall. The
ball MUST be closed when you land to get points.

======================
3.MONKEY TARGET BASICS
======================
-----
SETUP
-----
Choose "Party Game" then "Monkey Target" from the Menu screens, then
select how many people will be playing(1-4). Then select which monkey
everyone will use. From left to right they are:

AiAi--The average monkey. Gets good speed, is somewhat affected by wind
      and takes a decent amount of space to stop when landing.

MiMi--Lighter than AiAi, more affected by wind, but doesn't take as 
      long to slow down and stop when landing.

Baby--The lightest, and most affected by wind, but also the most precise
      lander.

GonGon--The heaviest and least affected by wind, but takes the most
        distance to stop when landing.

When you've all chosen your monkies, you'll come to the setup screen:

On the right side of the box there's two selections:

Change Settings
Game Start

The settings you can change are on the left side of the box:

Number of Rounds: 5/10/15
Roulette Wheel:   On/Off
Power Up Bar:     On/Off

The default settings are: 10 Rounds with Roulette and Power Ups ON.
When everything is set hwo you want it, highlight Game Start and hit
A to begin playing.

----
GOAL
----
The goal of Monkey Target is to take off from the big ramp, open up 
your monkey ball, fly your monkey around to the targets, close your
monkey ball and land on the target areas for points. The player with
the most points at the end of the game wins.

 You also want to collect the bananas that are around to build up your
power up bar that's in the top-right corner of the screen. Each banana
you collect moves it up one spot. At the beginning of each round you get
to choose if you want to use your current power up. The left selection 
is YES and the right one is NO. The bananas themselves are worth points
too, 10 for a single one and 20 for a bunch. There's a single banana on
either side of the ramp(right in front of the outer-most arrows) so you 
should get at least one each turn.

  Also, to help you with your bearings there's a speed reading,
altometer, mini-radar, and wind meter on the left side of the screen.

  If you fall into the water you get no points, but you keep whatever
bananas you collected(and the points from grabbing them). Play alternates
from Player 1 through to PLayer 4(or however many are playing) until the
set number of rounds are done.

--------------
ROULETTE WHEEL
--------------
Before each player takes their turn each round, you take a spin on the
Roulette Wheel. There's 4 different spaces on the wheel, 3 of which make
your turn harder and one which does nothing. The heavier your monkey,the
faster the wheel moves so from fastest to slowest it's: GonGon -> AiAi->
MiMi-> Baby. The four spaces are:

BLANK: Safe Round. Nothing happens

CLOUD: The sky fills up with clouds making it harder to see and judge 
       distances. Not too big of a problem.

BOMB: A BUNCH of bombs are dropped all over the target areas, if you hit
      one when you're landing you'll be blown up into the air again
      and land somehwere else, or most likely in the water. Very annoying

AIR MINE: (Toge Toge Ball) Called "Tornado Napalm" by most of my friends
          due to the goofy announcer's voice. A bunch of spiked balls 
          appear in the air, usually in the best spots to setup good 
          landings. If you hit one, you get no points regardless of where
          you land...

---------
POWER UPS
---------
 Grabbing a banana moves you're Power Up Bar one space, you start out 
with none and start at the left end and move to the right. Before each
round, after spinning the roulette wheel, you'll be asked if you want to
use your current Power Up. The left answer is YES and the right is NO.

  Just a Tip: The only one you want to use is Magnet Ball, that's all.
              The others are only to be used if it's the last round
              and they're what you're stuck on.

NO WIND: There's no wind for your current turn. NEVER USE

BRAKE BALL: Your ball will only skid a little when landing. 

DOUBLE SCORE: Whatever target socre you get will be doubled. Ex: Land
              on a 100 target and you'll get 200. Banana points don't
              get doubled.

MAGNET BALL: THE BEST!! Wherever your ball hits first when landing that's
             where it stays. This lets you land on those tiny Buoys and
             hard to get to 300 point areas. ALWAYS GO FOR MAGNET BALL!

TRIPLE SCORE: Like the Double Score, only Triple! Ex: 100=300.


----------------
THE TARGET AREAS
----------------
 There are three major Target Areas: Circles, Pyramids, and Movers. They
Alternate each round like so:

Circles: 1,4,7,10,(13)
Pyramids:2,5,8,11,(14)
Movers:  3,6,9,12,(15)

All the target areas follow the same color/point pattern:

Orange:         10 points
Red:            20 points
Blue:           40 points
Lt Blue:        50 points
Lt Green:       100 points
Green:          200 points
Orangish Green: 300 points
Buoys:          500 points
 Also, landing on the edge of a target area where there's no marked
point value is worth 15 points. 

GENERAL TIPS:

-ALWAYS! get one of the bananas on the outer arrows on the ramp, it's a
 quick 10 points and the easiest one to get.

-There's three descending bunches of bananas just in front of the 
 center of the ramp. After you grab the single banana from the outer
 edge of the ramp, curve back in towards the center as you take off 
 and open your ball just as you're lined up with the first bunch.
 If the wind isn't too bad you should be able to nab at least one of
 the bunches, if not all 3.

-If you're going BUOY CRAZY(descibed below) the best set of targets is
 the Circles.

-Stick with GonGon or AiAi for the most part, Mimi and Baby are just
 too affected by the wind to put they're less "momentous" landings
 to any real use. My personal favorite is GonGon, but AiAi is the
 best all around(but he makes the most annoying noises^_^).

-Learn to "snake" Snaking is just the act of diving then pulling back
to keep a steady but slowly decreasing pace of speed and altitude.

-When going for the 500 point buoys, you basically NEED the Magnet Ball
Power Up, otherwise you'll just bounce right off. Landing on a Buoy
without Magnet Ball CAN BE DONE, but the chances are so slim you're
better off going for a 100 or so target and just waiting until you
DO HAVE Magnet Ball.

-Have fun and trash talk. I rank Monkey Target right up there with
 such multiplayer greats as Virtua Tennis, Goldeneye, and Bomberman.
 If you nail a landing on a buoy, let everyone know. If someone really
 screws up, certainly let them know, heheheh.

-Above all. PLAY PLAY PLAY! The more you play, the easier it is to
judge distances and such at different speeds. The more you play the 
easier it becomes. 


 Now I'll give you some tips for each Target set. Keep in mind that these
are my suggestions from my experience playing. I usually average around
1700 using these techniques, with my highest being 2360. If you have a
tip that's really helpful or blows something away that I'm using, be sure
to let me know. My E-Mail addy is in the "about the author" section, if
it's a really useful/helpful/generally nifty tip I'l be sure to add it
into the next update with credit and a big fat Thank You for you.

-------
CIRCLES
-------
  The Circle Targets(CT for short) are 3 circular targets that extend
out from the center of the ramp. The Buoys are located on either side
of the middle CT.

  The first, and largest, target has an outer edge worth 10 points,
then a large inner red area worth 20 points which has 3 10 point
"pockets" in it. Then there's a blue 40 point area inside that
which has 3 red 20 point pockets, and at the center there's a 
100 point circle with a couple small 50 point circle around it.

  The second, smaller, CT also has a 10 point outer edge on it. Then
a 40 point inner area with 3, 20 point pockets in it. Then inside that
is a 50 point area, with a few tiny 10 point pockets, and at the very
center is another 100 point circle. There are two buoys on this stage,
as opposed to one on the other two sets, they are on either side of 
this middle target. I'll go into more detail about them at the end of
this section.

 The third, furthest, and smallest target is worth the most, but also
the hardest to make a good landing on. It's actually made up of 3 
seperate circles grouped together. The biggest and center circle is
made up of an outer rin worth 40 points, then inside that is a 50
point circle, and inside that is a 100 point circle. Inside that
is a hole, which leads to the water. On either side of this center
circle are two small circles with 100 point outer rims and 200 point
centers.

 Generally for this set of targets I go for the 100 on the first CT.
If I'm collecting bananas for a shot at Magnet Ball however I'll go
for the second CT after nabbing the bunches of bananas between the
first and second CTs. The easiest way to land on the 100 on the first
CT is to hit the upward slope of the 20 point pocket just in front of
the 100 point area, going about 160-175 and coming in pretty low. You
should bounce up off the 20 point pocket and land in the green area
if all goes right, you shouldn't have that much momentum after nailing
the upward part of the pocket.

  If you're collecting bananas or just feeling daring, hitting the
100 on the second CT is a little harder but can be done. Instead of
coming in low, you want to pull back on the stick and come in high
and slow. You'll have to use judgment here(DARN!) and close your ball
when you think the time is right, I can however give you a few tips.
You want to be under 100 kph and falling fast, with the alarm sounding,
and then close you ball just before the 100 point circle. Most of the
time you should land in the 100 point area, sometimes you'll misjudge
and get the 50 point areas at the worst. Practice makes perfect :)

  Now, if you're REALLY daring or just trying to make some points on
a banana collecting round you can go for the third target area. If
you are, you might as well aim for the smaller outer circles for the
bigger points, since you'v come this far and all^_^ To have any chance
on hitting these small targets you need to be going slow and almost
falling into the water. When you pass over the second CT you should 
just start going under 100 altitude and 100 kph. Pick which circle 
you're going for and stay on target against the wind. You need to /just/
make it onto the edge closest to you as you close the ball to have any
chance of staying on. If you hit it right you'll roll into the 200 point
center, otherwise you'll just have to live with the 100(knowing there
are much easier ways of getting 100 points).

 And finally, the buoys. Sweet, sweet buoys of 500 points. Once you
land on your first you'll be OBSESSED with landing on them from that
point on, trust me. Of course, you'll need Magnet Ball to use this
strategy. When you have it, activate it and then proceed like so:

 Come off the ramp going full blast, but open your ball at the apex of
your take off and hold up until you're under 180 speed. Then pick which
buoy you're going to go for. It's best to actually FIGHT the wind than 
use it in these cases so that should help determine. Once your sights
are set, stick with that one. When you're passing over the area where
the first CT would be(if you were going straight from the ramp) you
shuld just start to go under 100 kph. Now, nose dive your monkey until
you come close to the buoy. You should be in the red altitude-wise and
still be under 150 or so speed-wise. Now it's just a matter of judgment
(there's that word again). Of course, the whole time you should be 
correcting for the wind, keeping the buoy in the center of your screen.
Once you're close enough, close the ball and (most likely) rejoice in
your 500 point landing. Alternately, you can come off the ramp at full
go, open your ball after you start to descend, and come in low and fast
straight at one of the buoys, like 220-240kph fast. Keep adjusting for
the wind and open your ball early as you approach the approach the bouy.
Both methods work well, but the first is better for those just beginning
to go after the elusive and seductive buoys :)

--------
PYRAMIDS
--------
  The Pyramid Targets(PT) are 3 rising square/diamond targets that are
spread to the right, center, and left of the ramp. The single buoy is
located past the center pyramid.

  This is the easiest target set to nab a quick 200 points on, and the
banana collecting isn't that good so even Buoy Crazy players should
consider going for the 200 over more bananas(aside from the first 4
"easy ones" of course). In my opinion, you shouls stick exclusively 
to the left target, but here's a run down of all of them:

  The Left PT rises in step-like fashion. The first "floor" is worth
20 points, then the next step up is worth 40, then a much smaller
step up is worth 100, then the next even smaller area is worth 200,
and finally the top of the "post" peak is worth 300.

  The center PT has a first floor consisting of an outer edge worth
10 points, then 20 points inside that, and then corners of 40 points
inside that. Up on a not-very-steep slope is a 100 point area and
up another semi-steep slope, at the apex, is a small 200 point area.

  The Right PT is the hardest to stick a good landing on because of
it's goofy setup. At the top is a 300 point plateau, just under that
on each side is a platform worth 100 or 200 points depending on the
side. Then under those platforms, on either side, are platforms worth
40 points. Other than the platforms, the rest of the pyramid is a 
steep slope leading into the water.

  As a rule, I stick to the left or center PT, and mostly the left PT
out of those two. To nab and easy 200 points, or 100 at the least, take
off at full speed from the ramp and aim BETWEEN the left and center PTs
until you're getting kinda close to them(they're all the same distrance 
from the ramp). Then aim exclusively for the left PT, slowing down the
whole way. As you get close you want to start going under 100 kph and
fall rapidly(alarm sounding), aim for the side of the 300 point post
and close your ball as you're about to whack into it. In most cases
you shouldn'y have the momentum to fall over onto the 100 point step,
but even if you do, 100 points isn't bad. 

  For the center PT, open your ball at the apex of your take off and
hold back until you're under 200 kph, then lay off the stick as you
slowly lose speed but stay above 100 altitude. Pull back hard as you 
approach the center PT so you are under 100 kph and falling fast. Aim
for the 300 area and close your ball just as you are starting to fly
in front of it. You SHOULD land safely on the 200 point area, but if 
not you'll at worst roll down to the 100 point section.

  If you simply HAVE to be daring and go for the right PT, here's 
a few tips. Nailing the 300 plateau is hard without the Magnet Ball,
but CAN be done. Wait a couple seconds to open your ball after take
off, then hold back until you're under 200 kph, then "snake" your way
towards the right PT staying between 120-150 altitude and the same 
kph-wise. As you approach the right PT, pull back on the stick so you
start losing speed and altitude(eventuall) making the alarm sound. 
Aim for the 300 area at such an angle that if you over shoot it or
roll off(which is most likely) you'll land on one of the 100 or 200
point platforms. Altenately, you could go for one of the 100 or 200
point platforms in the same manner, but aim for the slope above the
platform and under the 300 point area.

  As for the buoy on this stage, it's past the center PT. As always,
have Magnet Ball on, then take off full go from the ramp. Keep in 
the center, aiming for the center PT and pull back every now and then,
you should pass over the center PT above 100 Altitude and going around
160-170 kph. Once over the center PT, pull back hard and lose speed and
alt. rapidly until you get semi-close to the buoy, then push forward 
the rest of the way and close the ball as you come in close. Again,
it'll come down to your judgment, but after a couple tries you should
be able to judge the distance just fine.

------
MOVERS
------
  BOOOOO! The hardest target set, it has NO banana collecting potential
unless you're willing to sacrifice that round for exclusively getting
them, and even when you want to make a good landing THAT'S not all that
easy. The Mover Targets(MT) are made up of 3 targets spread out from the
right, center, and left of the ramp, like the Pyramids. Only they have no
slopes, instead they spread apart and come together ("riiiiight nooow")
in a rythmic fashion. Much of your strategy will depend on if the targets
are pulling apart or closing together when you're going in for a landing.

  The left MT is the largest, and easiest to land on, it breaks off in
3 equal pieces and has the same pattern around the whole thing. At the
outer edge is a 10 point area, moving inward there;s a 20 point band 
next to that, then a 40 point band, followed by another 20 point area,
inside there's a 50 point area, and finally a center area worth 100
points.

  The center MT is a small Hexagon that's worth alot. The outer edge
is worth 100 pointss, inside that is a 200 point band, and a 300 point
area in the center.

  The right MT is a largish octogon with alternating patterns of target
areas. At the very center is a small 300 point section that doesn't 
move, it's surrounded by 6 moving pieces that alternate between an outer
area of 40 and 20 and inner areas of 100 and 50.

  For this target set, the left target is again the easiest, but a
"relatively" easy 100 or 200 points can be had in the center, I avoid
the right target like a plague-ridden english boy(" I bet your lymph
nodes are as big as CATS!")

  The left MT can get you a quick 100 if you're lucky, or just a 
decent 40 points if need be. Take off from the ramp and open your
ball as you start to descend to gain some okay speed, then snake your
way towards the left MT staying above 100 altitude and between 170-
200 kph. As you get closer, pull back hard and stay pulled back for
the rest of the flight. If the target is closing or almost closed as
you approach, go for the 100 point area. If the target is beginning 
to oprn or completely opened, go for a lesser valued outer ring. In
either case, keep your stick back as you approach. If you're going
for the 100 point section aim for the center of the target and adjust
for the wind. If you have to settle for an outer area, I suggest 
aiming for the left piece and going for the 40 point strip, at the
worst you'll end up with 20 points which is better than none, 
especially with these targets.

  The center MT is difficult to land on, but if your timing's right
you can net a quick 200 points,or 300 if you're lucky. You want to
take it slow off the ramp, but not too slow. Open your ball at the 
apex of your jump and snake along toward the center MT staying
well above 100 alt. and 170-190 kph. When you're halfway there or
a little past, start pulling back on the stick to slow yourself down.
You want to make your final approach as descending under 100 alt with 
the alarm going off. If the target is closing, by all means go for 
the center area(cautiously) but if the target is(most likely) opening
then start snaking horizontally left and right as you aim for the 
furthest section. Close your ball as you come to the beginning of
this furthest section and with luck you'll stay on and get 100 or
200 points. If you're even luckier, you'll get 300 for your trouble
if the target is closing.

  The right MT is the most dangerous and least valuable in the game, 
you can easily get equal or more points than it offers on one of the
other MT's. If you simply MUST make things hard for yourself then
here's a couple tips. Just like the center sectiom, take it fast off
the ramp and snake at a brisk pace towards the target. When you're
halfway there, pull back and begin snaking slightly above 100 alt. 
and around 140-160 kph. As you get closer, pull back hard for the
rest of the flight and aim for one of the 100/50 pieces, the 300
section is mainly there to throw you off though it can be landed
on with Baby or Mimi(if you make it this far with them). Come in
slow and low and hope for the best :)

  The Buoy on the Pyramid Targets is actually the easiest to land
on of the three sets. It's before the center target not far from
the ramp, so you should NOT hit forward on the ramp, instead keep
the stick in the center and just hit left or right to get the ramp
banana. Open you ball as soon as you leave the ramp and hold back 
for the first half of the flight to the buoy. Once you're under
120 or so speed and starting to lose altitude, nose dive for the
last half of the flight and close your ball as you approach the 
buoy. Again, as with all buoy runs you NEED Magnet Ball and have
to use your own judgment as to when to close your ball. These tips
will help though.

==========================
4.MONKEY TARGET STRATEGIES
==========================
  I've introduced so many people to Monkey Target, and after playing
for a while everyone seems to fall into one of three main camps. Those
who play it safe, those who go all out for the hardest scores(Buoy
Crazy), and those who use a mix of each strategy(Middle of the Road).
This section will describe each strategy and the pros and cons of each
so you can decide which one might be right for you.

----------
BUOY CRAZY
----------
  This is a strategy that's just recently developed around here. 
Basically you go Banana collecting crazy to move up the Power Up
Bar to the Magnet Ball as much as possible. Any turn where you DON'T
have Magnet Ball is a banana collecting turn, even if you have to 
fall in the water, if you can collect 2 or 3 bananas it's worth it,
as you'll have a shot at 500 points next round so landing on a pithy
40 point circle doesn't really matter. Once you HAVE Magnet Ball, 
select it and head straight for the buoys. Depending on which targets
are up you'll want to go faster or slower on the ramp. If it's the 
Circles or the Pyramids, you'll want to go slower and open your ball
sooner so you can slow down. If the Movers are up, then you'll want to
fly down the track and open your ball a little later to have enough 
speed to make it out to the far buoy. I suggest using Gon Gon if you're
gonna go with this strategy, Ai Ai is okay too. MiMi and Baby just 
aren't cut out for this one though.

  Ideally, you want only want to be coming near the buoys in the low
100 or less kphs and coming in low, so the wind can't throw you off
too much. If you're coming in faster, you'll have to close your ball
sooner to avoid overshooting the buoy, if you're coming in slower you
might not even MAKE it to the buoy.

PROS: Basically, you'll have a shot at 500 points AT LEAST every third
      round, and every other at best. That's 5 chances in a 10 round
      game. If you hit them all, there's 2500 points right there. Even
      if you just miss one you'll still have a shot at 2000. Not too
      shabby.

CONS: What if you miss the buoy? The two or more rounds you spent 
      collecting bananas and not trying to land on a decent point target 
      are wasted. A couple misses and you'll need to land on a buoy just
      to stay close to someone who's been landing on 100 and 200 targets
      for most of the game.

------------------
MIDDLE OF THE ROAD
------------------
  This strategy seems to be played the most, and also wins the most
games because of it's overall soundness. Whereas a Buoy Crazy player can
run away with the game if everything comes together right for them, it's
a very hit or miss playtype, a middle of the road player can steadily 
build up his points by landing on 40-200 targets each turn, while 
collecting 1 or 2 bananas as well. When playing middle of the road style
DON'T sacrifice a turn or two JUST to collect bananas. Grab 2 if you can,
then land on a 40 or 100 target. Do this for a couple turns and you'll
already have a nice size score when you get Magnet Ball and take a run
at the buoy. 

  For the Circle targets, collect the ramp banana and one of the first
three right after the ramp if you can, if not, grab one that's right 
before the first Circle Target in the middle. If you miss that, try for
the one between the 1st and 2nd middle targets, but DON'T GO BEYOND the
2nd middle target, land on it for at at least 40. It's better to just
grab 1 banana if you have to and land on the first middle target for
100 than going for more bananas and landing on the 2nd though.

  For the Pyramids, again get the ramp banana and one of the first
3 after the ramp if you can. Then head for the Pyramid on the left,
try to nab a banana on your way there, and then go for the 200 level.

  For the Movers, nab the ramp banana and one of the first 3 if
possible, then head for the left Mover. Play it safe on these and go
for the outer edge of the target for 10-40 points. 

  Once you have Magnet Ball, go for the buoy!

PROS: This is the most solid strategy of the three, it lets you get a
      decent amount of points each turn while building up for a shot
      at the big payoff of 500. Imagine getting 100 each turn then
      piling on 500 every third or fourth round. You'll get at least
      2 tries at the buoys, but most likely three. And even if you
      miss the buoy you'll still have a nice score to fall back and
      build on.

CONS: Not as many shots at the big points as the Buoy Crazy strategy,
      so you don't have as much of a chance for an astronomical score.
      If everything goes right for the Buoy Crazy player, you're 40 and
      100 targets aren't going to mean much.


------------
PLAY IT SAFE
------------
  Ultra conservative. Opting for landing on good, easy targets rather
than taking a risk at the buoys or harder to get 200/300 targets. Even
when you get Magnet Ball, buoys are out of the question. Instead, go for
the 200 or 300 targets. Also, don't go for those distracting bananas in
the air, just grab the ones on the ramp and that's enough.

  This is the strategy most people start out playing with just to get 
the feel of the game, but it can lead to a win or two. While the more
risky types of players are falling into the water when they miss they're
big scores, you'll be landing on a steady supply of 20s and 40s and 100s,
slowly but surely building up your score. When you get Magnet Ball, go for
the safer 200 and 300 targets rather than those tiny Buoys.

 With the Circles, your best shot is the first middle target. Go for the
100 so even if you miss you'll get at least 40 or 20. When the Pyramids 
are up, either the middle or left target is your best choice. And when
the movers are up, go for the middle one. 

  Once you have Magnet Ball, on the Circle Targets go for the 200 or 300
on the very last middle target. Pyramids, the 300 on the right target is
the safest bet, and with the movers the 300 on the right is your best shot
again.

PROS: You'll get points on every turn. If everyone else is taking great 
      risks and coming up short, you'll be in great shape with your steady
      stream of points. You even have a safer shot at your big points.

CONS: Even though you be getting a steady stream of points, it's usually
      not very big numbers, so it just takes a couple good runs for a more
      risky player to get ahead of you. And besides, who wants to play it 
      safe in a game where you're flying monkies around in big balls?

=============
5.MISC. STUFF
=============
Landing back on the ramp is worth 1 Point. Good to use if you're tied 
with someone on the very last round, heheh :)

===============
6.NEXT REVISION
===============
  The only additions that could be made are either tips and strategies
you readers send in, or any further evolution on the three main
strategies listed here through more and more of my playing. Either
way, expect maybe one more version at the most, but that'll probably
be it unless there are some major changes in the US version, which I
doubt there will be.

==================
7.ABOUT THE AUTHOR
==================
This is just one of a few FAQs I've written, all of which are 
available at GameFAQS. A few my FAQs are on various other websites
(usually with proper creditO_o) as well. I hope this or any of the other 
FAQs I've written help you in some way, or allow you to enjoy a game 
more than before, or maybe just get a good read out of it. 

  If you have any questions about this game, or any other I've 
written a FAQ for, feel free to drop me an E-Mail. BUT keep in 
mind a few things:

1. Please don't ask when the next revision will be out, or if I 
can send it to you. I don't really have a set schedule for these 
things,and you can pick up the FAQ(s) at GameFAQs.

2. Please don't ask about something already covered in the FAQ. 
Usually once a FAQ comes out I'm swamped with E-Mails and skip 
ones that are covered in the FAQ. If it's really desperate I may 
answer, but otherwise everything I know is in the FAQ.

3. Don't mail asking for codes, I don't have a Gameshark or keep 
track of cheat codes or anything.

  Other than that, I try to answer every single E-Mail I get and 
am usually pretty good at getting back to people quickly, but 
sometimes I lose letters in my computer or forget to keep them as 
new. If I don't answer in a week or so it's safe to say I screwed up
somehow^_^

My E-Mail address: ProfesserRevolution@neo.rr.com


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END
===

