Disclaimer: I've translated this manual from the Japanese. My Japanese is not the strongest, so there's certain to be some less-than-ideal translations or even outright errors. You can cross-reference this to the original manual if you like and let me know if there are ways you think the translation could be improved.
Also, some of the text confused me even beyond its literal meaning, especially when it contained golfing jargon that doesn't match the jargon in English (which I don't know very well either). I'm not entirely sure what "turf strength" is supposed to mean, for example, although maybe I'll figure it out as I continue to play (the influence it has on the ball, I guess?). As a result, the translation may have an overly literal flavor in places where I wasn't entirely sure of the intended abstract meaning.
Lastly, some of the numbered lists correspond to diagrams where various parts of the UI are described. I haven't made English-language versions of those diagrams at this point, although I may. For now, you should be able to cross-reference the lists with the diagrams in the original manual and make sense of them that way, if you like.
In order to prevent Yui from rescuing kidnapped Ran, Dark Hazzard's Battle Golfers are lying in wait. Yui talks, listens, investigates, and the like via commands and in this manner collects information. She also engages in golfing matches. If victory is not achieved, the game is over.
To get to the end of the message via the ▼, press the A or C button.
Select a command with the directional buttons, and execute it with the A or C button. To cancel, press the B button. The number of commands will increase as the game advances.
On the adventure and golfing screens, there is always an indication of the player's current status.
When you win a hole, you will gain an amount of experience equivalent to one level. Until you level up again, your SP will not replenish.
The golf screen appears as play begins. Please look well at the display and comprehend the unique characteristics of the hole.
A diagram of the entire hole. The portion bound by the □ is what appears on the screen.
The hole number, par, and the number of yards to reach the hole.
What is shown varies depending on the mode.
Throughout play there are 5 commands you can utilize to act.
Select a command with the directional buttons, and press the A or C buttons to execute it. To return to play, press the B button.
Select this to take a shot. The screen will change to the shot screen. (See pg. 23)
Select this to look at the green. The screen will change to the green screen.
Advice from the caddie will be displayed in a message screen.
Displays the current score. In match play, shows the win/loss record. In stroke play, shows the score.
Before taking a shot, you can look at the entire course and the green. Press the directional buttons to select a place you would like to see; while looking at the course, you can decide on tactics.
The last place to be reached before the hole can be completed.
A region where the turf is trimmed with short clippers.
A region with fully-grown turf. There is shallow and deep rough.
A part of the ground that has been filled in with sand.
Regions where there is water, such as ponds, rivers, and lakes.
O.B. (out of bounds)
Outside the limits of play.
The region where the first stroke (tee shot) is taken.
Select "shot" from the golf screen, and the shot menu will be displayed. Pick with the left and right directional buttons, then execute with the A or C buttons, and the golf screen will return.
You can change your club. Select with the up and down directional buttons and execute with the A or C buttons.
✳ Regarding the data, the measurements are for a shot taken at level 1, in windless conditions, from the fairway. In the case of a tee shot, the distance will be further extended.
With a changed stance, you can make a hook (curving left) or a slice (curving right) shot. On the screen, the still ball will be displayed, and the place where the ball will be struck will be marked by the cursor. When changing the face, the directional buttons move the cursor, which determines the point where the ball will be struck.
Various techniques can be used to make special shots. Select a technique with the up and down directional buttons and press A or C to execute. The selected technique will be shown.
When a technique is used, the cost of the used technique will be deducted from your SP.
• Techniques cannot be used in stroke play.
☞ For the different types of techniques, please see page 24.
✳ If a shot is set up, "GO" is displayed on the screen. Press the A or C buttons, and the display will change to the shot screen.
Select "GO" from the shot menu, and a cursor will appear.
With clubs like a wood or a long iron (small-numbered clubs), a high hit (red section) works better to make the ball fly far. With a short iron (large-numbered clubs), a hit around the middle of the gauge will work better to make the ball fly far.
Let's consider well the state of the course, and use a technique.
A super slice that bends the ball at a right angle.
A super hook that bends the ball at a right angle.
The ball is unaffected by the wind, and passes through trees as well.
A homing shot that, when making an approaching shot, bounces towards the pin.
A control shot that allows you to manipulate the ball in mid-air with the left and right directional buttons.
A water-cutting shot that allows the ball to move on water as if it was on the fairway.
A stop shot that ensures the ball will always stop on the first bounce.
The ultimate shot, which combines the characteristics of Revolving Doll Door, D Marionette, and Aqua Hopper.
When the ball is on the green, the green display will appear.
The only clubs shown above the green to be picked are putters.
When taking a shot, it is important to study the turf terrain and aim carefully.