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: