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1990-09-07
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Possums' Temporary Emergency Replacement DocDisk Presents -
Mean 18
Ultimate Golf from Accolade
From the collection of DR.J
These Doc's are from the IBM ver. but should be ok for the ST
Introduction
MEAN 18 allows 1 to 4 people to play a round of golf at
variety of famous and user designed golf course. This is a great
simulation of a classic game, combining a challenging blend of
strategy and skill development.
COURSES
The "course disk" contains ST. Andrews, Augusta and Pebble
Beach, Bush Hill country club is included on the "program disk".
All courses were designed using the COURSE ARCHITECT.
BACKUPS
Since you will be able to modify your Mean 18 course disk
using the "COURSE ARCHITECT'. use the standard DOS procedure to
make a backup fefore starting out. The "program disk" is copy
protected and is not copyable.
GETTING STARTED
Either run the game prg. to play or to make a new course
run the Architect prg. ( Note! you may have to look for the
Architect prg. in the root dir.)
PLAYING MEAN 18 GOLF
Selection Options
At the bottom of the screen, you will be prompted to start a
new game or resume a saved game.
If you resume a saved game, it will be restored and play will
continue where you left off.
For a new game you will select the number of players from 1 to 4
SELECT SCORING:
Stroke (Medal) - normal play for 1 to 4 players
Match - 2 player - player who scores the best on holes wins
Best Ball - 2 Teams - 4 players - lowest score for team wins
For each player - Enter initials, professional\regulation tees,
beginner/experienced.
Pro/reg tees: Each hole has 2 tees, pro is set futher back.
Beg/exp player: a beginner gets perfect aim and the caddy
recommends the best club based on distance to the pin (you can
change this club selection if desired). The experienced player
must choose his own club and make more accurate shots.
BEGINNING PLAY:
1. PRACTICE TEE - develop shot making skills with each club.
2. PRACTICE GREEN - improve putting accuracy.
3. PRACTICE A HOLE - play and hole.
4. BEGIN GAME - start playing a round of 18 holes
5. QUIT - ends the game.
ORDER OF PLAY:
At the beginning of each hole, order of play is determined
by honors, that is, which player or team won the previous hole.
Once all players have teed off, the player farthest from the hole
is always next.
MAKING A SHOT
Use the ESC key at anytime to view available options. Up
and down arrow keys are used to change club selection. Use left
and right arrows to scroll the aim (a full 360 degree rotation is
possible). "O" give you and Overhead view, "C" displays the
scorecard, and "Q" quits the game.
Note: At any time use ALT-S to alternatively toggle the
sound effects on or off.
A complete shot requires 3 taps on the space bar as follows:
---- 1. Tap once to start backswing. Each line on the
=- ---- 100% power guage (on the left side of the screen)
top of---- 90% incrementally increases the power of your
swing swing by 10% of the club's rated potential
---- 80% distance (see club distance table below). Dark
P ---- 70% area ar top (over 100%) indicates overswing
O which significantly reduces ball control and
W ---- 60 results in a longer (wider) show.
E ---- 50% 2. Press the space bar a second time to start
R ---- 40% downswing at the desired point on the power
gauge. an arrow will mark the point where this
G ---- 30% occurred. Stopping your backswing part way
U up will result in a shorter shot (useful for
A ---- 20% chipping).
G 3. The third (and final) tap will snap your
E wrists at the bottom of the swing (line where
---- 10% swing began). Snapping the wrists early (above
the line) will result in a hook (ball curves to
Hook the left). Snapping the wrists late below the
Straight--- 0% line results in a slice (ball curves to the
Slice right).
----start An arrow will mark this point.
SHOTMAKING TIPS
From deep rough and sandtraps, a wood will result in a poor
shot. Use an iron, and even then make sure not to overswing,
which will almost certainly result in a poor shot. Each shot's
trajectory is a combination of your swing and a little bit of
luck. When the ball hits the ground, it randomly bounces left or
right. Also, when hitting from different terrains, you need to
use a bigger club then normal to achieve the same distance. From
light rough, this difference is about one club up. From deep
rough and sand it is more like 2 to 3 clubs. Both beginners and
experienced players must make this adjustment.
PUTTING
Use the up/down arrows to aim your putt. The arrows on the
green will indicate the direction of the undulations (breaks)
which will cause the ball to move in their direction. Therefore
you must anticipate the correct "line" the ball should travel in
order to sink your putt.
CLUB DISTANCE TABLE
Distance loft (degrees)
Driver - 250 yards 16
3 Wood - 230 yards 22
4 Wood - 215 yards 25
2 Iron - 207 yards 18
3 Iron - 197 yards 22
4 Iron - 184 yards 25
5 Iron - 172 yards 30
6 Iron - 159 yards 34
7 Iron - 148 yards 38
8 Iron - 136 yards 42
9 Iron - 124 yards 46
P-Wedge - 112 yards (Pitching wedge)
S-Wedge - 100 yards (Sand wedge)
Putter - Each mark on the power gauge is approximately 8 feet.
Make allowances for breaks on the greens.
TERRAIN
The following are types of terrain:
1. Fairway
2. Light rough
3. Deep rough
4. Sandtraps
5. Water hazards
6. Putting green
7. Out of Bounds
Note: In "COURSE ARCHITECT" see samples of terrain color and
shading when designing or modifying a hole.
When landing in rough, or using short irons (ie:, 9 iron) the
ball will come to a stop more quickly than normal. When landing
on a green, it will "bite" more quickly than in the fairway. When
landing in sand, it will come to a stop very quickly (all though
it may still skip out of the trap). When using a wood or long
iron (ie: 3 wood, 3 iron) the ball will continue to roll farther
unless it lands in the rough or a trap.
If a ball comes to rest out of bounds, a penalty stroke is taken
(in addition to the stroke played), and the shot must be
replayed.
If a ball lands in the water, a penalty stroke is taken (in
addition to the stroke played). The ball must then be replayed or
dropped somewhere along an imaginary line between the hole and
the point where the ball last crossed water. The player is taken
to the overhead view to make this decision.
TREES
When a ball hits a tree, it will either ricochet back towards you
along a random angle (if you hit a solid brown or black part of
the tree), or go through the tree (slowed down and exit sideways
along a random angle).
GREENS
When all players have reached the green, the screen switches to
an overhead view of the green with all balls lying on it. The
player furthest from the hole putts first, and play proceeds
normally, except that a player has the option of finishing their
putt (like real golf etiquette).
SCORECARD
The scorecard shows the current score of each player. Dots
indicate the player (match play) or team (best ball) which won
the hole. At the end of 18 holes of play, you will have the
option of printing the scorecard for a permanent record.
QUITTING
Players may quit at any time. However, the game only saves
information on completed holes. When a game is "quit" while
playing a hole, players will resume on the tee of that hole.
Quitting also allows the option of restarting the game.
HALL OF FAME
The Mean 18 Hall of Fame is reserved for the top 10 scores for
each course. It records the players initals, score, (for both
front and back nine). skill level, which tees were used, and the
date (input by the user). Only scores under 100 will be recorded.
If you score over 100, a trip to the practice tee is probably in
order!
COURSE ARCHITECT
This feature allows you to design or modify an entire golf course
Note! Remember to make a backup copy of your course disk prior to
using the COURSE ARCHITECT. This preserves the original courses
supplied with the game.
CONTROL
You must select one of the following type of controls:
Mouse - Joystick - Keyboard
SELECTION SCREEN
By using the appropriate control, move the cursor over the
corresponding area of the screen (until the corner brackets
around the item are displayed) to select on e of the following
options:
1. Change or enter course name (by typing up to 17
characters from the keyboard when prompted to do so).
2. Design or modify skyline background.
3. Modify trees and bushes.
4. Design or modify all of any one of 18 holes.
Note: Use the fire button (mouse or joystick) or spacebar to
activate option
DESIGN AND MODIFICATION
When designing or modifying skyline, trees or specific holes,
some or all of the following features may apply (note: some
features may not be displayed on all option screens);
You can select the view marker under and/or to the left of
the wide angle (panoramic) display. These markers may be moved
right\left or up\down to scroll the zoomed detail window
displayed on the left of the screen.
The white directional arrows on the screen may be used for
fine scrolling of these images
You may select on e of the following "paint brush" sizes:
. (small) + (med) # (large)
You may select a color or terrain type with which to paint
of fill.
PAINTING - place the cursor over the specific area on the
detail (or panoramic) view and press the fire button to change
that spot (corresponding to current "paint brush" size) to the
selected color.
Note: while painting or scrolling you may hold the action
button down and the activity will continue until released. If
using the spacebar on the keyboard, the first press "locks" it
down and the second press releases it.
FILLING - select "FILL", then move to the specific area (as
with painting above) and press the fire button. This will
change that spot and all adjoining spots of the same color to the
currently selected color. The adjoining spots effected must be
horizontally or vertically touching (not on a diagonal) and
corresponding spots adjoining them will also be effected.
"CANCEL" - Undoes any immediate (unsaved) changes you have
made on this screen.
"SAVE" - permanently saves your design changes to the disk.
When designing a specific hole, there are several other options
in addition to the ones listed above.
"CLR" - (Clear) erases all terrain features except hole and
tees.
"TREES" - select "TREES" box on the right. The new screen
will allow you to select one of six types of trees or bushes and
(while holding fire button down) move it into the desired
position on the course (then release the fire button). Use a
similar procedure to remove trees from the course. There can be a
maximum of 28 trees on any hole. You can also move the flag and
hole (cup) any place on the green using a similar procedure.
Select "DONE" to exit from this screen.
PAR - move cursor over PAR number and click fire button to
change value from 3,4 or 5.
TEES - select "P" or "R" to move the position of the Pro or
Regular tee. Move the cursor to the new position on the upper
panoramic screen and click the fire button to position it
(indicated by the block dot) The old tee position will be
"erased" to fairway color and must be painted out manually if
another type of terrain is desired. Yard to hole are indicated on
lower left of screen and will vary as the cursor is moved in
relation to the hole. This number indicates "line of sight"
distance from the Tee to the hole.
Note: When actually playing a hole this number may be larger
since the distance is then calculated along the fairway.
GREEN - (positioning) - click on "G" move cursor to the
position where you want the upper left hand corner of the new
position of the green (on the upper panoramic screen).
The old green will be "erased" to fairway similar to the "Tees"
above.
GREEN (design) - select the "GREEN" box on the right of the
screen to design the size, shape and undulations of the green.
Then select a "paint brush" size and "FWY" to make the green
smaller by painting in (adding) fairway. To increase the size of
the green and to define the slope (undulations) select a slope or
flat direction (center section ) from Diagram as indicated below.
Use this to paint the desired areas. Select "DONE" to exit this
screen.
____ /\ ____
| / \ |
| |
/ \
/ \
\ FLAT /
\ /
| |
| \ / |
---- \ / ----
NOTE: Although cup position is indicated on this screen it can
only be moved on the "TREES" screen as described above.
MODIFYING TREES - You may design / modify a tree to better
suit the course environment using the Course Architect.
Pick any one of the six available trees from the "selection
screen". You will then be taken to the "tree design/edit" screen.
You will see both the "course tree" (on left) "overhead tree" (on
right) represented in both "actual" and "zoomed" windows. You may
edit both windows of each tree except for the "overhead tree"
which only the "zoomed window" may be edited.
MODIFYING SKYLINE - You may design/modify the skyline in
much the same manner as trees. The skyline will be represented in
the "course" depiction only since it is not seen from the
"overhead" view. The skyline in the game is made up of three 120
degrees screens spliced together to provide a full 360 degree
panoramic view when playing Mean 18. When editing a skyline, the
left side and right side should "connect" to provide a sense of
continuity.