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.