Trick Shot Golf

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Trick Shot Golf
Team Practical Chaos
Game Manual
Contents
Minimum System Requirements
IBM Compatible PC running a Windows operating system (98/2000/XP) with at least
64 MB of RAM, 40 MB of free hard drive space, and a 500 MHz processor. A video card
that supports hardware acceleration with OpenGL compatible video drivers is needed.
Recommended System Requirements
IBM Compatible PC running Windows 2000/XP operating system with at least 128 MB
of RAM, 40 MB of free hard drive space, and a 1.0 GHz processor. A video card that
supports hardware acceleration with OpenGL compatible video drivers is needed.
Getting Started
Insert the CD into your CD drive. The installation program should come up
automatically. If it does not, then from the Run menu, type “<drive_letter>:\Setup.exe”
(do not type the quotation marks) where <drive_letter> is the drive letter assigned to your
CD drive. If you do not know the drive letter assigned to your CD drive, then on the
desktop, double-click on the “My Computer” icon, and double-click on the CD drive, and
then double-click “Setup.exe” (may also show as just “Setup”).
Controls
Menu Screen
Shot Screen
Putting Screen
Move Cursor
Accept
Move cursor left
Move cursor right
N/A
Select choice
Rotate aim cursor left
Rotate aim cursor right
N/A
Select choice
Rotate aim cursor left
Rotate aim cursor right
Keys
Mouse
Enter
Left-Arrow
Right-Arrow
Up-Arrow
Down-Arrow
Page Up
Page Down
Backspace
Escape
Move cursor up
Move cursor down
N/A
N/A
N/A
Quit game
Select stronger club
Select weaker club
Zoom Camera out
Zoom Camera in
Cancel Shot
N/A
Select stronger club
Select weaker club
Zoom Camera out
Zoom Camera in
Cancel Shot
N/A
How to Play Trick Shot Golf
Playing For the First Time
When playing for the first time, if you wish to save your statistics you must select “Player
Stats” first, then “New Player”. Once your character has been created, you must select a
game mode.
Picking a Game Mode
From the Main Menu, select “New Game”, then you can select either a Local Game or a
Network Game.
A Local Game is any contest played on one machine. Players must take turns aiming for
the greens.
A Network Game is any contest played on multiple computers. Users will play
simultaneously on their respective machines on a per hole basis. One player will decide
to Host and all other players will Join. The IP (Internet Protocol) Address (or computer
name) of the Hosting player must be known by the Joining players. If you wish to Host,
you must somehow contact the other players (by phone, e-mail, etc.) to let them know
that you plan to start a game. Additionally, you should tell the other potential players
your IP Address and the Port that you plan on using.
Traditional Mode is meant for the golf purists. This mode is an authentic golf
simulation. In this mode the goal is to complete the course in the fewest strokes.
Fantasy Mode is arcade style golf with the addition of Power Up items and Trick shots.
The goal is to rack up as many points as possible; utilizing Trick Shot opportunities while
keeping strokes to a minimum.
Selecting Number of Players
When playing a Local Game you’ll first have to set the number of competing players.
You can play with entirely Human players or test your skills against computer-controlled
opponents. You must have at least one Human player to proceed.
To set the number of players, use the mouse to move the cursor to the number of player
icon. Press the Up button to increase the number of players, press the Down button to
decrease the number of players.
To get started quickly, a player may choose one of the two pre-started characters (Jack
and Jill) available with the game.
In a Local Game, up to four players can compete on one computer.
In a Network Game up to four players can compete on separate machines.
Picking Characters
Once the number of players has been determined the user must decide if each character
will be user-controlled or controlled by the computer (remember at least one player must
be user-controlled).
If the user selects the Human button, a list will appear with all characters created on the
machine, plus Jack and ill. The user must move the mouse cursor over the desired player
and press the left mouse button.
If the user wishes to compete against computer-controlled opponent(s), move the mouse
cursor over the Computer button and press the left mouse button. A list will appear with
the names of all the possible AI opponents. Move the mouse cursor to the desired
opponent and press the left mouse button.
Once all the characters have been chosen, move the mouse cursor to the Accept button
and press the left mouse button.
Human Players
If a player wishes to have a record made of their games, they need to create a new
character. Once this is completed, the character will be saved on the hard drive, and the
player will be able to select their identity for every game they play from now on.
Player records will keep track of the player’s performance in each game, and once a
round of 18 holes is finished, each player’s record will be loaded in, updated with the
results of the current round of golf, and then saved again. This will make it easy for
players to be able to compare their records with each other, and possibly even establish a
good handicap rule.
To create a new character, left click on the NEW PLAYER Button, located in the Player
Setup Menu. The following fields will need to be filled in:
NAME OF FIELD
Player Name
Age
Sex
Style
Power
Control
Club Set Quality
DESCRIPTION OF FIELD
The name of the player’s character. Can be their own
name, a nick, or whatever they’d like to be known by.
The age of the character.
The sex of the character.
The handed-ness of the character (left-handed or righthanded).
[RATING FROM 1 to 21]
Determines how much power the player has when they
swing. Affects the distance of the shot.
[RATING FROM 1 to 21]
Determines how much control the player has when they
swing. Affects the speed of the Control Target.
[RATING FROM 1 to 21]
Has an effect on power and accuracy, and helps
minimize the penalty ranges when landing in bad terrain.
These fields are used to fill out a brand new character sheet for the player. The character
sheet holds all of the information for a player’s career of games that they’ve played under
this character’s identity.
The blank character sheet looks as charted below:
CHARACTER SHEET
NAME
Player’s name
AGE
Player’s age
SEX
Player’s sex
STYLE
Whether the player is left-handed or right-handed.
ATTRIBUTES
POWER
Rating [1 to 21] for the player’s power attribute.
CONTROL Rating [1 to 21] for the player’s control attribute.
CLUB SET Rating [1 to 21] for the quality of the player’s club set.
QUALITY
RECORD
FANTASY RECORD
TRADITIONAL
HOLESIN-ONE
DOUBLE
EAGLES
EAGLES
BIRDIES
PARS
BOGEYS
DOUBLEBOGEYS
+3 AND
OVER
Tally of all of the holes-in-one accomplished for each mode.
Tally of all of the double eagles accomplished for each mode.
Tally of all of the eagles accomplished for each mode.
Tally of all of the birdies accomplished for each mode.
Tally of all of the par scores accomplished for each mode.
Tally of all of the bogeys accomplished for each mode.
Tally of all of the double bogeys accomplished for each mode.
Tally of all of the shots 3 strokes or more over par accomplished
for each mode.
SHOT PERFORMANCE
LONGEST The farthest distance the player has ever hit the ball off the tee
DRIVE
while still landing on fairway.
LONGEST The furthest distance the player has ever hit the ball and had it
CHIP
land in the cup.
LONGEST The furthest distance the player has ever putted the ball and had it
PUTT
roll into the cup.
CLOSEST The closest to the hole that the player has ever had the ball land
TO PIN
on the green without sinking the shot. (This only counts when the
player lands on the green with a score of 1 under par or less.)
MISCELLANEOUS INFO
NUMBER OF
Total number of rounds of golf completed.
ROUNDS PLAYED
NUMBER OF
Total number of rounds of golf that were never finished
UNFINISHED
because the player chose to Quit.
ROUNDS PLAYED
PERFECT SHOT
The ratio for how often the player has hit the ball “deadPERCENTAGE
on” at full power off the tee.
AVERAGE
The average number of shots required for the player to
NUMBER OF
sink the ball, once on the green, for every hole played
PUTTS
thus far.
Computer Players
Easy Difficulty Opponent
NAME
AGE
SEX
CEO Charlie
57
Male
ATTRIBUTES
POWER
CONTROL
CLUB SET
QUALITY
8
12
21
STRATEGY
CEO Charlie is a rich corporate executive who loves to play golf. However, he is often
too busy to play, and consequently his game is lacking. Charlie has plunged a good
amount of his personal earnings into a nice set of golf clubs to try to make up for the
shortcomings in his game. This only helps him to a small degree. He is not an amateur,
however, and knows how to keep pace. But he does not take many risks, and
consequently will not try for many of the Trick Shots.
CEO Charlie aims at making par every hole. He is successful at this about 70% of the
time. Having become a little tired of golf lately, CEO Charlie has come to Fairway
Legends Country Club to see if it will renew his interest in the sport.
Normal Difficulty Opponent
NAME
AGE
SEX
Lefty
22
Male
ATTRIBUTES
POWER
CONTROL
CLUB SET
QUALITY
20
14
12
STRATEGY
Lefty has an interesting background of having grown up next to a golf course. As a kid,
he worked for the course by helping them maintain the greens and learned how to repair
the golf carts when he was a teenager. Throughout his childhood, however, he was
allowed to practice on the course’s driving range, and he developed a really good drive.
The club members nicknamed him “lefty” because of his left-handed stance when he hits
the ball.
Now a bit older, Lefty has given up on college to concentrate on his golf game. He has
improved dramatically over the last year achieving a controlled rhythm to his game as
well as some amazing distance on his shots. He still plays with a set of clubs he was
given for his 16th birthday, and they are not of the highest quality. However, he swears
they bring him luck.
Lefty is a worthy challenge due to his ability to play round after round without making
many mistakes. He will often try for Trick Shots, though sometimes, he finds himself
unable to pull off some of the shots necessary to succeed with the objectives.
He has come to Fairway Legends Country Club because he has a love for everything
about golf, and wants to see what this course has to offer him.
Hard Difficulty Opponent
NAME
AGE
SEX
Lyoness
34
Female
ATTRIBUTES
POWER
CONTROL
CLUB SET
QUALITY
17
19
17
STRATEGY
Lyoness has been playing golf since she was in college. She has a swing that has given
cause for many golf players to remark that she was born to play the game. She can make
difficult shots seem easier than they actually are due to her ability to seemingly take
command of the ball’s path. She demonstrates an amazing amount of control with each
shot, landing them mostly where she aims. She also has the distance in her drives to play
professionally.
Funny thing is, Lyoness has never taken golf too seriously and has only casually
entertained the possibility of playing in tournaments. She finds a lot of joy in it since she
knows she is quite good, and often plays out of the satisfaction of watching others trying
to keep up with her game.
She has come to Fairway Legends Country Club because the idea of a greater focus on
precise shots to achieve objectives appeals to her perception of golf as a game of skill,
and the general spirit of the Country Club being so unique appeals to her sense of self.
Choosing a Course
It’s now time to choose a course. The user can play the Fairway Legends or Shady
Greens courses provided, or create a unique course. Move the mouse cursor over the
desired course and press the left mouse button. Then move the cursor over the Accept
button and press the left mouse button.
Creating Your Own Course
Game Interface Screen
The Game Interface Screen gives the user critical information that needs to be considered
prior to taking a shot. Information such as the speed and direction of the wind, the terrain
that the ball is placed on and the distance to hole, must be evaluated in order to play like a
pro. Here is a list of the Game Interface Screen’s items:
Before a shot is taken the user can perform actions to help identify the best possible shot.
Use the UP/DOWN arrow keys to move between menu items and press ENTER to select
the desired icon. Below is a list of the In Game menu options:
Take a Shot: Select this menu item when you are ready to aim your shot. Use the Up
and Down Arrow keys to change your club. Use the Left and Right Arrow keys to rotate
the aiming cursor. Place the aim cursor where you would like the ball to land. Press
ENTER when you are ready to swing.
Look Around: Select this menu item to take a bird’s eye view of the course before
aiming your shot. Use the Up, Down, Left, Right arrow keys to move the camera around
the course. To zoom in or out, use the Page Down or Page Up key, respectively. Press
Backspace to return to the In Game Menu.
Use Power Up: Fantasy mode only. Select this menu item when you want your
character to use a power up item. Use the LEFT/ RIGHT arrow key to shuffle between
the Power ups that you have in your inventory. Press ENTER on the desired Power Up.
Give Up: Select this menu item when you would rather take ten strokes for the hole than
continue playing it. You will then go to the next hole.
End Game: Ends the current game.
Wind Compass: This image shows the speed and direction of the wind for this player.
Selected Club:
Shows the current club chosen and its respective distance.
Current Terrain: Shows the current terrain that the user’s ball is resting on.
Terrain Penalty: When a shot strays into the rough, sand or other hazards you won’t get
clean contact on the ball, resulting in a shorter distance. The terrain penalty numbers
represent an upper and lower range of percentages that will be applied to the club’s
distance.
Distance to hole: Distance from the player’s current position to the hole.
Strokes: Number of strokes the player has taken.
Current player: Name of the player taking the shot
The mini-map in the lower right hand corner of the screen helps the player recognize his
location on the map.
Learning How to Swing
Once the aiming direction has been chosen, the player must now hit the ball accurately
and with enough power to reach their desired destination. The quality of the shot is
determined by the player’s reaction to the Bull’s-eye Targeting System™ used to
determine the force of the shot, and whether or not the ball was hit straight.
This is a two-part process. The user must first determine the power of the shot and then
its accuracy.
POWER
When it’s time to determine the power of the shot, the target will flood with color starting
from the outside in. If the target is completely colored in all the way to the bulls-eye, than
this is a full power shot.

Love-Tap


Full Power!
Pressing the backspace button will cancel the shot only if the shot’s accuracy has not
already been set. If it has, then the backspace button will be ignored, and the player will
be forced to finish the shot. Otherwise, pressing back will move back to the Aiming
system.
Pressing the accept button will stop the animation of the color flooding target. The power
of your shot will be determined by the state of the target when the accept button is
pressed.
ACCURACY
When it’s time to determine the accuracy of the shot, the target will oscillate back and
forth from one side of the enlarged image of the player’s golf ball to the other.
Center
Left Extreme (Hook)
Right Extreme (Slice)
Range of Motion for Target
The target’s bulls-eye must be located in the center of the ball for the shot to go straight.
Hitting the ball too far to the left will cause the ball to hook to the right during its flight.
Hitting the ball too far to the right will cause the ball to slice left during its flight.
Pressing the backspace button will only cancel the shot if the shot’s power has not
already been set. If it has, then the back button will be ignored, and the player will be
forced to finish the shot. Otherwise, pressing back will move back to the Aiming system.
Pressing the accept button will stop the animation of the moving target. The accuracy of
your shot will be determined by the position of the target with respect to the center of the
ball’s image.
When Power and Accuracy have both been determined, the shot is initiated and the
player can watch the result of their selections.
Scoring
Trick Shot Golf has both Traditional Mode and Fantasy Mode. Below is a breakdown of
each scoring system:
Traditional Mode Rules





Each player tries to complete each hole in the least number of strokes they can
manage.
If a shot lands in water or out of bounds, the ball is marked as being out of
play. The player will take their next shot from a predetermined “drop”
location, which cannot be changed, and a penalty stroke is added to the
player’s number of strokes for the hole.
A ball landing on any other type of terrain other than water or an area marked
outside the area of play must be played from where the ball lands. The ball
cannot be moved to another location for a better shot.
If the player has not sunk the ball in the cup on the green after their tenth shot,
then the player must immediately end their round of play for that hole and
take a score of 10 strokes for the hole.
Sinking the ball in the cup on the first shot on any hole is considered a “holein-one.” Other than that, the score for the hole is determined based upon a set
number of strokes determined to be the average score for the hole. This score
is called the “Par” for the hole. Achieving this score means making “par” for
the hole. Scoring one stroke under par is called a “birdie”, two strokes under
par is called an “eagle”, three strokes under par is called a “double-eagle” or
“albatross.” Scoring one stoke over par is called a “bogey”, two strokes over
par is called a “double-bogey”, and any amount of strokes more over par is
simply called +(# of stokes) over par.
Fantasy Golf Rules
The rules for the fantasy version of the game shall employ the standard rules of golf plus
the following additions:




A base score is awarded that increases in value as players complete the holes
in the least strokes possible. (Birdies award more points than par. Par awards
more points than Bogeys. And so on…)
Bonus points are awarded for successful completion of “Trick Shots.” These
consist of shot opportunities that often involve increased precision and can
make the hole much more difficult. However, the points rewarded reflect the
difficulty and can be worth the risk.
An additional multiplier for each player is calculated starting at the beginning
of each hole with a X1.0. Each successive shot that ends with the ball stopped
on fairway or green adds X0.2 to this initial multiplier, not to exceed X5.0.
Any shot with the ball stopping on a terrain other than fairway or green causes
this multiplier to reset to X1.0. Completing a hole over par causes this
multiplier to be reset to X1.0. At the end of the hole the multiplier will scale
the player’s score (used to boost the score at the end of any hole).
The winner of the game is the player with the highest total score, not
necessarily the player who completes the hole in the least number of shots.
(The winner will ultimately be the player who can play the course the most
skillfully while successfully completing as many trick shots as possible.)
Playing Fantasy-Rules Golf
Playing the game with the fantasy rules activated will dramatically change the game from
traditional golf. While the basic rules of golf remain unchanged (penalties for landing in
water or out of bound, for example), there are some additions to the traditional rules, as
well some additional elements to the game itself.
First of all, players will no longer be trying to simply complete each hole in the least
number of shots possible. While that still is important, high scores are achieved by
maintaining consistently accurate shots, and by completion of Trick Shots. (Both of these
concepts are described in the next two sections.)
Also, each player will receive a random power-up before the start of each hole. There are
many different types of power-ups, each of which can bestow special abilities and
bonuses to the golfer. Each player can hold up to three at a time. Power-ups are also
described in their own section.
So, unlike traditional golf rules, where the lowest score is the best, in fantasy rule golf,
the object is to score the highest number of points. To score these points, the player must
concentrate on the following areas of his/her game: Lowest possible number of shots to
complete the hole, Accurate shots, Completion of Trick Shots, and using power-ups
whenever possible to improve their game play.
Base Score For Performance
Under the fantasy rules of golf, your score for the hole (i.e. Birdie, Par, Bogey, etc.)
qualifies you for a Base Score. This score depends on how many strokes a player requires
to complete a hole. Applied to this base score will be a Bonus Multiplier earned for
making accurate shots (described in the next section.)
The Base Scores earned are as follows:
STROKES FOR HOLE
Hole-In-One or Ace
Double-Eagle or Albatross (3 under par)
Eagle (2 under par)
Birdie (1 under par)
Par
Bogey (1 over par)
Double-Bogey (2 over par)
Triple-Bogey (3 over par)
4 Strokes over par
5 Strokes over par
6 Strokes over par
10 Strokes for the hole (Give up)
BASE SCORE AWARDED
100000
50000
25000
15000
10000
2500
1250
750
500
250
100
0
You may wonder why the scores increase so dramatically near the top, and decrease so
dramatically, especially once below par. The idea is that the emphasis should still be on
completing a hole in the fewest strokes. Because it may prove easier to complete some
trick shots by taking extra strokes, or through reckless playing, a player must carefully
weigh the potential points earned from completion of trick shots against those earned as
the Base Score.
Bonus Multipliers For Accurate Shots
When a player completes a hole and has earned their Base Score, there will be a
multiplier that can be applied to that score. This is the Accuracy Bonus Multiplier, and it
is earned by keeping your shots on what is deemed “fair” terrain. “Fair” terrain consists
of either fairway or green.
The multiplier, which begins at “X1.0”, will increase to “X1.2”, “X1.4”, “X1.6”, etc. as
long as the following conditions are met:


Each successive shot lands on “fair” terrain. (i.e. Fairway or green)
A score of par or better is achieved for the hole.
When a player’s ball lands on the green, the multiplier still continues to grow with each
shot. Any time the player lands their shot outside of “fair” terrain, or does not score par
or better for the hole, the Bonus Multiplier will be reset back to X1.0.
The multiplier is applied to the player’s score for each hole. The player must
successfully satisfy the above conditions to continue to build the multiplier higher.
The multiplier will not be allowed to grow higher than X5.0.
Trick Shots
Each hole on the course, when playing under the fantasy golf rules, will consist of at least
one “trick shot.” These consist mostly of more difficult than average shots that will
require a bit of skill to pull off. They will, however, be set up so that a player should not
have to land the ball in bad terrain, nor use any extra strokes to complete the trick shots.
Trick shots are completely optional. A player may decide, as they play through the holes,
to try for as many as they can. Completing a trick shot will add a certain amount of bonus
points to the final score for the hole.
Although each ignored trick shot is a set of bonus points not earned, the player must
ultimately decide what is best for their game. Trying for an objective and missing will not
only result in missed bonus points, but also a wasted shot. If the shot lands outside of
“fair” terrain (as described in the previous section on accurate shots) then the player will
also have their accumulated Accuracy Bonus Multiplier reset back to X1.0 again.
However, a player who is able to complete the trick shot, keep the ball on playable
terrain, and complete the hole with a low number of strokes, will ultimately receive much
higher scores than players who will only “play it safe.” Trying for trick shots will always
be an exercise of risk vs. reward for each player.
NOTE: To activate a Trick Shot your ball must be lying within the area of an activation
plate, located on the map. When a player activates a trick shot opportunity, it is only
available for the player who activated it.
Here is an illustration of an activation plate.
There are seven types of trick shots that could appear on a hole. The trick shot types and
descriptions are as follows:
Man The Cannons!!!
DESCRIPTION
RULES
A cannon will be placed a certain distance from the hole. If
your shot lands within a certain distance from the cannon,
you will automatically be given a chance to use it. Your ball
will be loaded into the cannon, and you must adjust the
cannon’s aim and how much gunpowder will be placed
inside to shoot your ball over to the green. If you land your
ball on the green, you will be awarded points based upon
how close you came to the pin.
 Any ball fired from the cannon has the mysterious
property of not bouncing or rolling on any surface.
 If you land anywhere outside the green, you will not
SCORING
get any bonus points at all for this trick shot.
 Landing within close proximity to the cannon itself
will activate this trick shot. If you bypass the cannon,
you will not have the opportunity to score points from
this trick shot.
 Shooting the cannon counts for a stroke.
Actually landing in the cup
 50000 pts.
Landing within 2 feet of the pin
 20000 pts.
Landing within 4 feet of the pin
 10000 pts.
Landing within 6 feet of the pin
 5000 pts.
Landing within 8 feet of the pin
 2500 pts.
Landing within 8+ feet of the pin,
But still lying on the green
 1000 pts.
Pinball Madness
DESCRIPTION
RULES
SCORING
Placed about the edges of the fairway(s) will be a series of
bumpers. Similar to a pinball machine, hitting these bumpers
will generate a series of points to be added up. Also similar
to pinball, the bumpers will immediately contract and expand
like a spring and knock your ball flying in the direction that
the bumper is pointing. These are risky, but the point reward
for hitting several of them (especially in one shot) could
potentially make it worth your while.

The ball’s altitude will be leveled off each time it
hits a bumper, so the ball cannot be rebounded back
up into the air by a bumper. This will also make it a
bit easier for players to bounce the ball off a series of
bumpers with a well-aimed shot.

The player’s Bonus Point counter starts at zero & is
incremented with each bumper hit. At the end of the
hole, the number of accumulated bonus points is
added to the player’s score.

This trick shot is activated the moment the player
lands on an activation tile. (These tiles are marked
on the screen.) Passing over the tile will cause all of
the bumpers on the hole to appear.

Bumpers stay on the hole for the rest of the round
once they are activated.
The points added to the player’s Bonus Point counter is
increased based upon the number of bumpers hit during the
course of one shot.
The points added are as follows:
Hitting 1st bumper
 +100 pts.
Hitting 2nd bumper  +250 pts.
Hitting 3rd bumper
 +500 pts.
Hitting 4th bumper
 +1000 pts.
Hitting 5th bumper
 +2000 pts.
th
Hitting 6 + bumper  +2500 pts.
When the player’s shot comes to a stop, the chain reaction of
points must start again at +100 points on the next shot.
Golfer’s Nightmare
DESCRIPTION
RULES
SCORING
A pressure plate will be located at some location on the hole.
Landing on the plate will cause a series of pseudo-holes to
appear on the green. Also, a bonus point counter is started
for the player, and each time the player rolls over a pseudohole, points are deducted from the bonus point counter.
When the player sinks the ball into the cup, the player is
rewarded with whatever points (if any) are remaining in the
bonus point counter.

The illusionary holes do not appear unless activated
by landing the ball in a special area marked on the
screen.

The false holes do not function as an actual hole in
the ground. They are simply an illusion and will
vanish once the ball touches them.

The false holes will only appear on the green.
The player is given an initial bonus score of 20000 pts for
landing on the pressure plate to activate this trick shot.
Each time the player’s ball hits an illusionary hole, 5000
points are deducted from the player’s bonus score pool.
Once the score reaches zero, it does not go into negative
values. The player just won’t earn any trick shot points when
they sink the shot.
The Storm Cloud
DESCRIPTION
RULES
SCORING
Located on the course will be a patch of land that is cursed
with a perpetual storm. Landing in this area will attract the
attention of the evil storm cloud hovering above the land. It
will dedicate its attention to you and follow your ball around
for the duration of the hole, thereby activating the beginning
of this trick shot. The cloud drops rain wherever it goes, but
you can use this for a good cause! Every part of the course
that gets rained on will have flowers sprout out of the ground
in those locations. The more flowers you cause to grow
around the hole, the better the total Bonus score you’ll
receive at the end.

Landing on the cursed piece of land will activate this
trick shot with the storm cloud over it.

Flowers will grow over every piece of terrain with
the exception of water and trees.

Once activated, the cloud will not go away until your
play for the hole is over.

The cloud and the rain will not have any direct effect
on the ball. It will follow you around, but it will not
interfere with your shots.

Patches of terrain with flowers on it do not change
the way your ball reacts to the terrain. If the flowers
are growing on fairway, the ball will respond to
contact with this area as fairway.
Landing on the cursed ground and getting the cloud to follow
you with start a Bonus point total for you at zero.
As you take shots, the rain will cause flowers to grow over
terrain. The points you get for each patch of flowers are as
follows:
Each patch of Fairway
 +150 pts.
Each patch of Green
 +300 pts.
Each patch of Rough
 +500 pts.
Each patch of Sand
 +1000 pts.
Each patch of Deep Rough  +2000 pts.
We’re Not In Kansas Anymore!
DESCRIPTION
RULES
SCORING
The conditions are right, there is a feeling of lurking energy
in the sky, and the hair on your head is standing on end. Sure
enough, as if golfers didn’t have enough to worry about with
thunderstorms, suddenly there are whispers going around
about tornados! Apparently, high-speed shots have been said
to be the catalyst around here for generating one of these
natural catastrophes. Do your best to avoid them and head
quickly for the hole!

This trick shot must be triggered on the first shot off
the tee by hitting a shot at 100% power. If the player
does not accomplish this, the trick shot opportunity
is never activated.

Once activated, a tornado will appear somewhere
around the fairway. Every few seconds, another
tornado will be generated until seven have appeared.

If the player’s shot hits a tornado, the shot is turned
into a lobbed shot (a high arching, low distance arc)
aimed in a random direction. Also, the player will
suffer a score penalty to their bonus points for this
trick shot for each tornado they hit before the end of
the hole.

Tornados can only affect the ball during a shot.
When the ball is sitting still (such as when the player
is aiming their shot), the tornado will have no effect.

Tornados move in random directions.

Tornados do not venture off any of the fairways, and
they will not appear on the green.

Once activated, tornados will not go away until the
player finishes the hole.

If the player is using the Aero Ball power-up during
the shot, their ball is not affected by tornados at all.
So their shot is not altered, and they do not lose any
of the bonus points if they hit any tornados while the
aero ball is active.
The score is based upon how many times a player hits a
tornado. If a player makes it all the way through the course
without hitting a tornado, the player is awarded 20000 pts.
The player loses 2500 points each time their ball is a victim
of a tornado’s wrath.
Slalom Down The Fairway
DESCRIPTION
RULES
SCORING
Sitting at the close end of the fairway will be a button.
Landing on the button will cause a series of poles spaced a
certain distance apart to appear down the fairway in a certain
pattern. The goal for the player is to aim their shot down the
fairway so that the ball passes between the poles. The poles
will disappear when the player’s ball passes through them.

Hitting the button at the base of the fairway will
activate this trick shot.

Points are awarded for each pair of poles that the
player aims their shot between.

Height is not a consideration for passing between the
poles.

Each pair of poles will fade as the player passes
through them. They cannot be passed through more
than once.

The poles do not interfere with the shot. The player
cannot hit the poles with his/her ball. They are
simply there as markers.

The points for passing through each pair of poles is
multiplied when the player passes through more than
one pair with a single shot.
Each pair of poles that a player passes through adds 2000
points to the player’s Bonus score at the end of the hole.
Each consecutive pair of poles passed through with the same
shot awards the following:
2nd in a row  +4000 pts.
3rd in a row  +6000 pts.
4th in a row  +8000 pts.
5th in a row  +10000 pts.
Race The Clock
DESCRIPTION
RULES
SCORING
Located somewhere on the hole will be a stopwatch with a
certain amount of time set on it. Land near this watch to start
the timer on the clock. The timer will count down
continuously for the duration of the hole, stopping only once
the player has sunk the ball in the cup. Bonus points are
decided based upon how much time is left over. So pick your
clubs quickly and get moving!

Landing next to the stopwatch will activate this trick
shot.

The timer counts down steadily from its starting
value. The player is not penalized additional time for
bad shots unless you count the time wasted
recovering from the bad shot.

If the timer runs out, the trick shot is over, and the
player receives no bonus points.

Once the stopwatch counts down to zero, it
disappears from the hole and the trick shot cannot be
repeated.

The timer will count down at all times during the
player’s turn, even when the player is setting up their
shot, choosing clubs, aiming, etc.
The bonus points earned by the player for this trick shot is
based upon the number of seconds left over.
The bonus points earned are determined by the following
formula:
Points = 1000 + ([# of Sec] * 2000)
Time Up

0 pts.
1.0 Sec or less

3000 pts.
1.0 - 2.0 Sec

5000 pts.
2.0 - 3.0 Sec

7000 pts.
3.0 - 4.0 Sec

9000 pts.
Power-Ups
Before the start of a new hole, each player is awarded a random power-up. These consist
of different types of enhancements to help the player improve their game.
Power-ups are represented as collectable cards. Each player may hold no more than three
power-up cards at any one time.
Power-ups can be used before each shot until the player reaches the green. Power-ups
cannot be used for putting shots. Once activated, a power-up cannot be turned off again.
Most of the power-ups take effect on only the current shot, though some last the duration
of the round. There are a few different kinds of power-ups. Each one can be very useful
when applied in the right situation.
Below is a list of the power-ups with a description about what they do, and how each one
affects a shot, plus the odds of receiving each one during the random award draw.
Aero Ball
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
This is a power-up that can come in handy on a particularly
windy round. For the current shot, the ball will be immune to
the effects of the wind (including tornados!), and it will
travel exactly where you aim it.
The ball is not affected by the wind.
This power-up prevents the player’s ball from being affected
by the tornados created during the “We’re Not in Kansas
Anymore” trick shot, including point deductions.
Good for the one shot, only.
LOW
Skipping Stone
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
Water can truly be a golfer’s nightmare, but with this powerup in their collection, they can sleep a little easier. If the
player makes a shot where the ball lands in water (and this
power-up was used at the beginning of the shot), then the
ball will skip across the water like a skipping stone instead of
plunging in with a sickening “PLUNK!”
The ball will treat contact with water like contact with
fairway, and the player will not lose a stroke.
If the ball bounces on the water more than twice before
reaching land, the ball will sink on the next bounce, and the
player will still lose a stroke.
Good for the one shot, only.
LOW
Sticky Fingers
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
If you’re getting frustrated with the ball rolling off the green
or rolling down an embankment and into water, then you’ll
be glad if you have this power-up. When used, the ball will
stick wherever it lands. It won’t even roll down hills. This
power-up will not save you from water, though.
If the ball lands on playable terrain, then it will stop exactly
where it lands and not roll at all.
Good for the one shot, only.
VERY LOW
Fireball
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
This is a useful power-up for occasions where you may find
yourself behind an obstacle such as a bunch of trees. Your
ball will become white-hot and be able to burn its way
through most solid objects. The ball also will burn rough
away, creating a more fairway-like surface.
The ball will fly through solid objects without being
effected. This also has the effect that if the ball makes
contact with rough or deep rough (either at the start or during
a bounce), the ball is treated as if it were lying on fairway.
Does not save you from water.
Good for the one shot, only.
AVERAGE
Slick Shot
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
When you’re facing a particularly long par 5 hole, you’ll be
looking for all of the extra distance you can get. Slick shot is
a useful power-up that coats your ball with grease and makes
it roll a lot further than it normally would.
BE CAREFUL, however! Since the ball is slippery, you’ll
want to use this for downhill shots. If the ball lands on an
uphill slope, it can slide back on you just as dramatically as it
rolls forward on a downhill slope, which will turn the
usefulness of this power-up against you.
The coefficient of friction for the ball on all surfaces is cut in
half, which allows it to roll a lot more.
Good for the one shot, only.
AVERAGE
PowerMonger
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
If you wish you could get a little more distance out of your
shots, then this power-up could come in handy. This powerup will temporarily award an increase in power to your shot.
This will allow you to hit the ball a little bit further than
usual without having to pay a penalty of tougher control.
The player’s power rating will be temporarily boosted to a
maximum value of 21.
Good for the duration of the hole.
HIGH
Control Freak
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
If you’ve been hitting a lot of “chilly dippers”, then this
power-up may prove useful. When hitting the ball, this
power-up will slow down the control meter, which should
increase the chances of hitting a straight shot.
The player’s control rating will be temporarily boosted to a
maximum value of 21.
Good for the duration of the hole.
HIGH
Quality Controller
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
For those players lacking great power or control ratings,
some amount of improvement can be gained by being loaned
a superior set of golf clubs. This offers an opportunity for a
player to shoot a superior round.
The player’s club quality rating will be temporarily boosted
to a maximum value of 21.
Good for the duration of the hole.
AVERAGE
Magnetic North Pole
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
If the pin on a hole were set on fire, and the ball could be
given the guidance chip of a heat-seeking missile, then golf
scores would probably dramatically improve. This
particularly silly statement is the basis of an explanation for
this power-up. It constantly guides the ball to the left or to
the right during the ball’s flight to try to keep it heading
towards the pin. This may seem to make things too easy, but
remember that the greens have their own topography with
hills that can toss your ball about, and once the ball is
rolling, this power-up no longer takes effect.
Guides the ball’s direction so that it keeps trying to head
towards the hole. Shuts itself off when the ball begins
rolling.
Good for the one shot, only.
VERY LOW
Open Wide
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
Since the cup on a green has such a small diameter, it can be
incredibly difficult to sink your shot from any significant
distance. Especially if you are not situated on the green.
When pitching a shot onto the green, a player often aims to
land the ball close enough to the hole to make the next putt
as easy as possible. Open Wide will cause the hole to double
in diameter and make pitching a much more optimistic
consideration.
The hole will be twice its size in diameter for the duration of
only your current shot.
Good for the one shot, only.
LOW
Cool Ball
DESCRIPTION
EFFECTS
CHANCE OF
RECEIVING
A fairly useless power-up that puts a pair of sunglasses on
your ball. There are no other effects caused by this powerup.
Your ball wears a pair of shades.
Good for the duration of the hole.
VERY LOW
Randomize
DESCRIPTION
EFFECT
CHANCE OF
RECEIVING
Place every power-up in this game into a bag, stick your
hand in, and pull one out. You don’t get to put it back if you
don’t like it, and the power-up immediately takes effect for
the current shot. In other words, you won’t know what
power-up this card is hiding until you use it.
Using this power-up will randomly pick one of the
previously mentioned power-ups and immediately use it.
Mainly useful as a desperation tactic.
AVERAGE
Glossary
Here is a small glossary of golf related terms to explain the terminology used in this
document, and by players of the sport.
ACE
Another name for a hole-in-one.
ALBATROSS
Another name for a Double-Eagle.
BIRDIE
Sinking the ball in the cup one stroke under par. In other words, finishing your play on a
hole with one point under the amount of points expected to finish the hole. (This is a
good thing since, in golf, it’s the lowest score that wins.)
BOGEY
Sinking the ball in the cup one stroke over par. In other words, finishing your play on a
hole with one point over the amount of points expected to finish the hole. (This is NOT a
good thing since, in golf, it’s the lowest score that wins.)
BUNKER
(See Sand Trap.)
CHILLY-DIPPER
Affectionate slang name for a REALLY bad shot.
CLUB
Special stick with a fattened head that has an angled face designed to provide lift when
striking the golf ball. Golfers carry several clubs, and there are a few different types:
Woods (including a driver), Irons, Wedges, and a Putter.
CUP
The name for the hole in the green that the golfer must sink the ball into. A small pole
with a flag on top is used to mark it, which is then removed during putting.
DOUBLE-BOGEY
Sinking the ball in the cup two strokes over par. In other words, finishing your play on a
hole with two points over the amount of points expected to finish the hole.
(This is
NOT a good thing since, in golf, it’s the lowest score that wins.)
DOUBLE-EAGLE
Sinking the ball in the cup three strokes under par. In other words, finishing your play on
a hole with three points under the amount of points expected to finish the hole.
(This
is a good thing since, in golf, it’s the lowest score that wins.)
DRIVER
The club in a golfer’s bag that delivers the maximum distance of all of his/her clubs. It is
a wood, which means the head of the club is made out of wood. This particular wood
however, is really only useful off the tee, where the shot can be made clean. Otherwise,
shot distances become unpredictable.
DROP
Placing a ball (if your shot landed in water) in a specific location next to the body of
water you landed in. After incurring a one-stroke penalty on your score, you take your
next shot from this location. “Taking the drop” is used in reference to a player
performing this action.
DUFFED
A term for a poorly hit ball.
EAGLE
Sinking the ball in the cup two strokes under par. In other words, finishing your play on a
hole with two points under the amount of points expected to finish the hole. (This is a
good thing since, in golf; it’s the lowest score that wins.)
FAIRWAY
A stretch of smooth green turf that is laid out to provide areas for a golfer to land their
shot before reaching the green.
GREEN
The destination for each hole. The green contains the cup that the golfer must sink the
ball into to finish the hole.
HOLE
There are 18 holes to a golf course. Each hole consists of a tee where the player begins
the hole, assorted natural obstacles (such as small bodies of water) and terrain, and the
green where the player ends their turn by sinking the shot into a hole in the ground on the
green.
HOOK
Term applied to the flight path of a player’s shot. A “hooked” shot will arc in favor of a
direction away from the golfer’s dominant hand. (For a right-handed golfer, a hooked
shot curves to the left.) The term for the opposite effect is Slice.
IRONS
Refers to the set of clubs that a player has for moderate distances. The angle on the club’s
head provides good lift for shots that must be made in rough or other areas where the ball
is partially obstructed. Referring to a particular iron is done by preceding the word iron
with the number of the club. The higher the number, the shorter the distance that the club
is capable of delivering. They range from 9 Iron to 1 Iron.
LEADER BOARD
A large scoreboard posted somewhere on the course. Used a lot in competitions, it is
called a leader board because it lists the top players on the course for a game.
LIE
The current location of the ball. The lie is often used in reference to the type of terrain
that the golfer’s ball is currently lying on. A “good lie” means that the player managed to
land their ball in an area that will make it easier to make the next shot a good shot.
PAR
Represents the number of shots the average golfer should need to sink the ball into the
cup. To “make par” means to make the average score for the hole.
PIN
A term referring to the flag placed inside the cup at the start of a hole. The phrase
“closest to pin” refers to the player whose shot lands closest to the flag (and thereby,
closest to the cup.)
PITCH
To use a special type of club to kick the ball up into the air to free it from areas of
great encumbrance such as when the ball has sunken into sand or is lying beneath a thick
patch of weeds and grass.
PITCHING WEDGE
A special club for knocking the ball high in the air to free it from areas of great
encumbrance. A Pitching wedge is one of two types of wedges.
PUTT
Using a special club to hit the ball squarely enough that it rolls along the ground rather
than popping into the air. Putting occurs once on the green where there is no longer a
sizeable distance between the ball and the cup.
PUTTER
The club a golfer uses once on the green. It is designed for simply tapping the ball so that
it rolls along the ground.
ROUGH
Areas on a hole that are off the fairway. It is not desirable to land a shot in this area, since
it can consist of tall grass, weeds, and other types of plant growth that make shots from
within it to be much more difficult than on the fairway.
SAND TRAP
Also called a bunker, sand traps are usually concave indentations in the ground that are
filled with sand and are used to provide obstacles for the golfer. Landing a shot in a sand
trap is only partially annoying near the green, but it can be very damaging to your score if
you land a shot in a sand trap that was placed on the side of the fairway, especially if you
are still over a hundred yards from the green, because the distance you can carry the ball
when hitting it out of the sand is very limited. You’ll have to sacrifice a shot, basically,
just to free your ball.
SAND WEDGE
A special club for knocking the ball high in the air to free it from areas of great
encumbrance. Much like the pitching wedge only it is designed specifically for freeing
the ball from sand traps. It also does not provide as much distance as a pitching wedge.
SLICE
Term applied to the flight path of a player’s shot. A “sliced” shot will arc in favor of a
direction matching the golfer’s dominant hand. (For a right-handed golfer, a sliced shot
curves to the right.) The term for the opposite effect is Hooking.
STROKE
A term referring to each shot that a player takes. If a golfer has hit the ball twice, and is
getting ready to take another shot, they are said to be on their “third stroke.”
TEE
A small wooden peg upon which a golfer may sit their ball during their first shot for the
hole. It is placed into the ground at the start of a hole. The “tee” also refers to the starting
location on a hole.
WEDGE
A type of club used for pitching the ball. (See pitching, pitching wedge, and sand wedge.)
WOODS
Refers to clubs with a wooden head. Woods deliver the most distance, but, because the
slope of the head on a wood is designed for distance over height, these clubs are really
only suitable for shots originating from the tee or on the fairway.
Legal Blurb
This document, its wording, and all concepts within are and remain the exclusive
property of DigiPen Institute of Technology. All material within is copy written as of its
creation by legal agreement through the student contractual obligations accepted by the
students who authored this document.
Nothing from this document or from the game it describes, in whole or in part, may be
used without the expressed written permission of DigiPen Institute of Technology. The
students do not retain any of the rights to afore mentioned materials.
Practical Chaos
NOTES:
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