_________ _________ __ _________ | | | | | | | | | ___ | | ___ | | | | ______| | | | | | | | | | | | | | | |__| | | | | | | | |____ | | | | | | | | | | | | ______ | | | | | | | ____| | | |_ _| | | | | | | | | | |___| | | |___| | | |______ | | | | | | | | | | |_________| |_________| |_________| |__| _________ _________ __ __ _________ _________ | | | | | | | | | | | | | ___ | | ___ | | | | | | ______| | ___ | | | | | | | | | | | | | | | | | | | | |___| | | | | | | | /\ | | | |____ | |___| | | | | | | | | | / \ | | | | | | | ______| | | | | | | / \ | | | ____| | ___| | | | | | | | |/ /\ \| | | | | |\ \ | | | |___| | | / \ | | |______ | | \ \ | | | | | / \ | | | | | \ \ |__| |_________| |___/ \___| |_________| |__| \__\ Copyright Virgin Games 1991 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.7 Dates Written: February 9th to February 10th, 2003 I dedicate this Ann Dixon. She gave me this along with a few other games, and Iappreciate that. What I appreciate more is the fact that she gave birth to such a beautiful woman as Jennifer, and I also thank you for your continued support of us in our post-secondary education! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on 10th of February, 2003 ----------- Version 1.2 ----------- -Submitted guide on 25th of September, 2003 -Fixed a few errors -Altered format ----------- Version 1.5 ----------- -Submitted guide on 15th of June, 2004 -Altered format again, making it far easier to read and flow through ----------- Version 1.6 ----------- -Submitted guide on April 2nd, 2005 -I added in Honestgamers as a site allowed to use my FAQs -reformatted a few pieces of this FAQ to make it a little easier on the eyes ----------- Version 1.7 ----------- -Submitted guide on July 10th, 2005 -I added in Retronintendo as a site allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ---------------------------------------------------------------------------- ----------------------------Table Of Contents------------------------------- ---------------------------------------------------------------------------- 1) Introduction 2) Controls For Swinging 3) Controls FOr Putting 4) Golf Terms 5) Club Distances 6) Course Design 7) Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) Here is a golf game bearing the name of Greg Norman, the Shark. A great golfer who has won his fair share of tournaments, he makes this foray into the video game world, and this game is the result. You get a golf game with pre-designed golf courses from the U.S.A, Japan, England, Scotland, Germany, Spain, France, Australia, and Hawaii. This is a somewhat normal procedure for golf games you say? Well here is the the big treat of the game: you can design your own golf course, right down to the smallest details, no matter insignificant to some they might be! This is an awesome feature that should be included in all games, and this one delivers a very smooth design mode to play around with! Pick up the controller, go out o the links, or even design your own before heading out to break par! ---------------------------------------------------------------------------- --------------------------Controls For Swinging----------------------------- ---------------------------------------------------------------------------- 2) This section will examine the aspects of a swing, and how to apply these techniques to be a more effective golfer. o---------------o | Control Order | o---------------o SELECT will cycle through each club that you can use for the shot, so choose this option first. Aiming your shot requires the LEFT AND RIGHT on the D-Pad to change the stance of your golfer to have the line for the ball you desire. Topspin and Backspin require you to use the UP and DOWN on the D-Pad to change the hit location on the ball. DOWN will make the shot have more Backspin, and UP will make the ball have more Topspin. Now that you have decided on your shot properties, you should press the A Button to activate the shot meter. It will appear, and you then have to press and hold the A Button to start the shot meter moving, and then it reaches the desired shot power for the shot, release the A Button. Now the cursor will come back down the shot meter towards the straight marker on the shot meter. If you stop the cursor to the right of the slice spot, your shot will go nowhere. If you stop it between the staright marker and the slice marker, you will slice the ball (severity depending on proximity to slice marker). If you hit the straight marker dead on with your cursor, your shot will travel at it's maximum distance (barring outside effects on the ball). If the curosr stops between the straight marker and the hook marker, the you will hook the ball (severity depending on the proximity to hook marker). If your curosr stops on the left side of the hook marker, your shot will travel nowhere. If you are playing on the NOVICE level, the Hook and Slice will not come into play when you swing the club badly on the shot meter (but outside the Slice to the right and Hook to the left will result in a duffed shot). START will call up the option to QUIT, SAVE, SCORECARD, and RESUME. ---------------------------------------------------------------------------- ---------------------------Controls For Putting----------------------------- ---------------------------------------------------------------------------- 3) This section will outline the controls needed for the golfer to get off the green a little easier and quicker (meaning they will score lower). o---------------o | Control Order | o---------------o You will have a birds-eye view of the green, with arrows representing the slope of the green. Use this to plan the aim of your putt by the slope of the arrows, and the effect they will have on the ball in combination with the power of the putt. Press and hold the A BUtton until you reach your desired power behind your putt, and then release. You will then have a two second period to change your line if you feel it is incorrect before the game starts your putt, so use this to your advantage. ---------------------------------------------------------------------------- --------------------------------Golf Terms---------------------------------- ---------------------------------------------------------------------------- 4) This section will give definitions for various terms of golf that should be learned to help the new player not only know what is going on in their game, but also to allow them a better understanding of the game. o-------o | Terms | o-------o Albatross...: This is what a -3 on a hole is called. This means that you shot three under par for the hole (ie par 5 hole means you shot 2). Backspin....: When applied to the ball, this will cause the ball to fly higher in the air, but it will also cause the ball to have less carry and minimal roll once it lands. Birdie......: This is what a -1 on a hole is called. This means that you shot one under par for the hole (ie par 5 hole means you shot 4). Bogey.......: This is what a +1 on a hole is called. This means that you shot one over par for the hole (ie par 5 hole means you shot 6). Bunker......: These collection of sand traps are strewn about the course, usually concentrated around the greens to try and stop your ball from reaching the green. Double Bogey: This is what a +2 on a hole is called. This means that you shot two over par for the hole (ie par 5 hole means you shot 7). Duffed Shot.: This is when a golfer hits a ball that travels a minimal distance on a badly screwed up swing. Eagle.......: This is what a -2 on a hole is called. This means that you shot two under par for the hole (ie par 5 hole means you shot 3). Fairway.....: This is the short grass between the tee and the green. This is a friendly surface to hit your ball off of, and it allows for maximum control on the ball when hit. Green.......: This is where every golfer is trying to get to on every hole as this is where the hole resides. Only a putter may be used on this surface. Hole In One.: This is what a -2 score on a par 3 is called. This means that you shot the ball from the tee on your first shot to land it in the hole (ie you score one for the hole). Hook........: If you go past the straight shot mark on the swing meter, your ball will veer to the left (the severity of it depends upon how far past). Rough.......: This long grass is placed all around the fairway to penalize you for your errant shot, with the longer grass, less control of ball, and lessening of the distance your shot will travel. Slice.......: If you fall short of the straight shot mark on the swing meter, your ball will veer to the rightt (the severity of it depends upon how short the meter stops). Tee.........: Every hole starts from this location, and it is the only time that the ball is allowed to be elevated using a "tee" (this makes the ball fly easier). Topspin.....: When applied to the ball, this will cause the ball to fly lower in the air, but it will also cause the ball to have lesss carry but more of a roll once it lands. Triple Bogey: This is what a +3 on a hole is called. This means that you shot two over par for the hole (ie par 5 hole means you shot 8). ---------------------------------------------------------------------------- ------------------------------Club Distances-------------------------------- ---------------------------------------------------------------------------- 5) This section will list the club distances of your golfer when the conditions are ideal. This does not facter in any outside influences like lie of the ball, elevation, and wind conditions. +------------------+----------+ | Club | Distance | +------------------+----------+ | One Wood | 250 yds. | +------------------+----------+ | Two Wood | 220 yds. | +------------------+----------+ | One Iron | 195 yds. | +------------------+----------+ | Two Iron | 185 yds. | +------------------+----------+ | Three Iron | 175 yds. | +------------------+----------+ | Four Iron | 165 yds. | +------------------+----------+ | Five Iron | 155 yds. | +------------------+----------+ | Six Iron | 145 yds. | +------------------+----------+ | Seven Iron | 135 yds. | +------------------+----------+ | Eight Iron | 125 yds. | +------------------+----------+ | Nine Iron | 115 yds. | +------------------+----------+ | Pitching Wedge | 105 yds. | +------------------+----------+ | Sand Wedge | 95 yds. | +------------------+----------+ | Putter | 50 feet | +------------------+----------+ ---------------------------------------------------------------------------- ------------------------------Course Design--------------------------------- ---------------------------------------------------------------------------- 6) This section will go over the the methods of developing a golf course as well as tips to avoid problems with computer AI on certain designs. a) Select CLEAR to get your hole layout completely open. b) You will see a window with the following icons in it: BUNKER, HOLE, FAIRWAY, WATER, TEE, and TREES (with only one tee and green being allowed per hole). c) You will then get to select your type of green from preset sets when you select HOLE. When you are designing a hole, it is best to lay out the fairway first, as this makes up the bulk of the hole. Then add the Tee and Green to give the hole the basic lay-out, and then add in trees, bunkers, and water. You can also place more than one type of landscapeing piece over another of similiar design to cause "overlapping". This will allow the design of a completely new shape of landscape (this can not be done with greens or tees). Keep in mind that the Computer AI will not adhere well to holes that are all water or all fairway. Holes designed with such extremes will lead to oddly played holes by the computer, so try to designed more balanced holes when you make your personal course to allow for proper AI playing. ---------------------------------------------------------------------------- -------------------------------Final Word----------------------------------- ---------------------------------------------------------------------------- 7) As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2003. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. A somewhat below average golfing game for the NES, it's real power runs in the Course Design Mode. With this mode, you can craft a course that meets your level of approval, and this is an option missing from most golf games with this level of interaction. You will need to be dedicated to play through this game, but if you fight through the initial problems of the game, the overall reward of the play can be quite high, particularly for the avid golfer!