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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter M » Mario Golf: Advance Tour - Strategy Guide (Page 04)

Mario Golf: Advance Tour - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Mario Golf: Advance Tour - Strategy Guide (Page 04).

Hole 6:Zig Zag Again

Oh god....why? 1 player needs to hit the right 2 gates, the other 2 players
can both tackle the left side gates. This isn't TOO hard but a fade/draw here
will help greatly in making Birdie easy.

Hole 14:Bunker Hoopla

Heh heh, nice word hoopla....anyways....:This may seem creapy, but the red and 
blue striped gates are both possible to hit on the tee shot if you got a 
straight shot and winds are low. This easily leaves 1 gate left on the course,
open for any player to easily take!

Great job on beating the insanely hard 3 Player Go-Go-Gates. We still gotta do
4-Player, and it's VERY VERY VERY VERY HARD! Some courses get more than 8 
gates!

Marion:

Hole 3:Mountain Mount

The first hole is always the easiest right? Each players simply needs to go for
a different gate. No problems here really.

Hole 7:V is for Victory

Hah...not! Only the second hole...victory now? Pfft....The gates are a mere
320 yards away from the tee. Yay. Each player should have a gate in mind,
and have their second shot either pass through it or land near it. This is a 
Par 5. As long as you get on the green in 4 or better you're fine.

Hole 9:Sail the Trap

For three of the 4 players, this is quite easy. 1 player needs to go long to 
pass the blue gate at least on their second shot, 1 player needs to go for the
easily passed red, another for the same as easy blue-striped. The red-striped
is at a 90 degree angle, which is hard for you. Land near it then shoot through
so that Par is still an option, easy for everyone else isn't it?

Hole 14:Step in and Out

1 Player has the option of hitting the blue gate but landing in heavy rough,
or lay up and hit from there. The other 3 gates are just as easy to hit without
much consequences. The red-striped one may put you in rough, but that shouldn't
be much of a problem.

Not hard yet.....Palms will change that.

Hole 2:90 Degrees

WTF? I can easily hit through 2 gates on my first shot, and the other player
hits through the other 2. This lets the last 2 players freely go directly to
jail.....hmmmm green. Not hard is it?

Hole 5:Gates Around

This is a little tricky. Like the name, all 4 gates are on all 4 sides of the
tee box. 3 players are gonna get their asses screwed, 1 lucky person gets to
go directly to green, do not pass bunkers, do not collect star. The other 3 
players should worry more about their lie for the next shot although the 3 
people could easily putt through the gates then shoot as if their still in the 
tee box!

Hole 17:Bunker Buddies

Yay! We're all buddies! Each player should lay up infront of a gate by their 
second shot. Then all ye gotta do si whack-a-ball to the green where a Birdie
is waiting in the hole.

Hole 18:Hilltop Gates

Bill Gates? No....The player with a straight shot should hit the 2 gates to the
right and land near trees. Each of the remaining player can tackle 1 of the 
gates on the left. Each player needs to take part. This isn't very possible 
any other way.

That's Palms. Not tired yet? Dunes is waiting!!!

Hole 1:High, Low, Sand

1 player can go for the red-striped gate and, chances are, he'll land in the 
sand. lol. The next player should go for the blue-striped gate and needs to hit
it high to avoid the cactuses. Next player should go for the red gate and avoid
the nearby cactus while landing in bunker. The last gate it blue and 325Y out, 
where you can also land in sand. Not too hard really. Just a lot of sand. :)

Hole 9:Scattered Gates

No multi-tasking here sadly....1 player can aim dead for the island and get
1 gate. Another can lay up near the red-striped gate and hit the island from
there and get to the green. Anothe player can go for the far red gate near the
green. If you can't find it, the last gate is behind you leading to the back
tees. Let your long-hitter take care of that gate and you should be fine.

Hole 10:Four-Gate Gonzo

*what's a gonzo* Yeah, each player can easily go through 1 of the gates. I 
don't see any real challenge in this. The catch? There is none. Seriously, this
is as easy as it gets.

Hole 15:I'm Bunkered

4 bunkers. 4 gates. 4 players. 4 choices. 4 seconds to choose a gate. No not
really. This is quite medium in difficulty. It all comes down to if you can hit 
approaches or not. Each gate will land you in the rough most likly. Land as 
close to the green so your 2nd isn't too hard for each player!

That's Dunes. Here comes the home streach!

Hole 7:Danger Dance 

1 player needs to bomb the driver 325Y to the green and pass through a gate at 
the same time. The blue and red gates can easily be both passed through in one
shot, this leaves 2 players and 1 gate left. This isn't very hard at all unless
you didn't get both gates on 1 shot. Then it may be a bit trickier.

Hole 11:Border Bunkers

If you go for the red gate, it'd be in your best likliness to go for the 360Y
away blue gate as well as you will land in the heath if you just go for that 
one gate. The blue-striped and red gate can also be passed easily in 1 shot, so 
2 players can easily make their way to the green without any sidetracking.

Hole 12:Trap Trouble

Now were talkin hard! Wait that's bad....>:(  A draw/fade is so useful here it
isn't funny. The blue gate is not easy to get through. The red and white gates
can both be covered with a big draw or by 2 people if neither players have 
that. The remaining 2 gates can also be easily taken down by laying up infront
of them, and then whacking the ball to the green. This isn't as hard as it 
seems if only wind wasn't an issue.

Hole 15:Stairstep Gates

This is it. All of your work comes down to this. Don't mess up! This is too
easy actually. Or so you think. 2 players can get the blue and red gates. The 
other players need to go to the back tees and hit their gates while landing
on the green so they can still make Par. This can be tricky, especially for the
last 2 people. All your work finsihed!

Congradulations on beating all the Multiplayer Go-Go-Gates courses! 

---------------------------------
      ~VI G.Near-Pin~
---------------------------------
Finally we have reached this mode. You and a number of friends compete on Elf's
Short Course on the amount of holes you want. You have one shot to land on the
green as close to the hole as possible. The amount of feet away from the hole
is taken and added with every other hole. If you land on the fringe or any 
other place whose lie is not "Green" you will automatically be called 100.00
feet away from the hole. You can also do this by yourself in Quick Game mode
where you are able to set new records for yourself. That is all the possible
Multiplayer modes. Have fun with your friends (Or by yourself if you want to
do Go-Go-Gates!)

-------------------------------------------------------------
             ~VII.Linking to Toadstool Tour~
-------------------------------------------------------------
What fun is Advance Tour normally without its excellant predecessor Mario Golf
Toadstool Tour? The 2 games were designed to have linkable-access to eachother.
Now with the right tools....errrr.....you can link up and enhance your gameplay
with both games even more. Send over Neil and Ella and your custom Taunts to
Toadstool Tour for a change. Anything you do in Toadstool Tour using your
Neil or Ella will earn them "Experence Level" afterwards. This is how many
Exp. Points you will recieve when you link right back up to Advance Tour. Your
Exp. Level will stack up and you can unleash it all. Neil and Ella will earn 
the Exp. Points once after the link-up. Another great factor about Linking-Up
is the fact using your characters in Toadstool Tour will earn you the other 45
Star Holes you CAN'T unlock normally by yourself in Advance Tour. All of the
major details, including how to Link, and all the info you'll ever need will
all be covered in this section.

-----------------------------------
          VII A.How to Link
-----------------------------------
Linking for the first time ever is a little tricky but it's easy after that.
You will need a few items for your linking pleasure:
1 Nintendo Gamecube
1 Game Boy Advance/SP
1 Official Nintendo Gamecube Memory Card
1 GCN Link Cable
1+GCN Controllers
1 Copy of Mario Golf:Advance Tour
1 Copy of Mario Golf:Toadstool Tour

That's a lot of stuff, I know. First hook up the GCN Cable to the GBA, and 
insert the end of the cable into GCN Contoller slot 2. Now, turn on both the
GBA and the GCN. Leave Advance Tour on at the Title Screen. On Toadstool
Tour, go to the Main Menu, the screen will now change on both systems to a 
Linking Screen. Now, follow the instructions on the TV to begin your first 
linkup. After a few seconds the process will be done. Neil and Ella are in
Toadstool Tour along with their custom Taunts, in Advance Tour you are allowed
to look at your Toadstool Tour record data from the Record menu. If you ever
want to link up again, you can now easily go to the "Link" menu from the main
menu screen on Toadstool Tour. Just make sure Advance Tour is at the Main
Menu!

-------------------------------------------
         VII B.Now what do I do?
-------------------------------------------
Well you've just linked up for the very first time. Now what is on your agenda?
Check it all out in any player mode. You won't see Neil or Ella right away,
they are on their own list so hit down on the controller twice to see them.
They will have thier respective stats as they were last in Advance Tour. 
Another thing you may not have noticed is the clubs you've unlocked in Advance
Tour are available for use in Toadstool Tour! On the character selection screen
push X to change the characters' clubs. Easy as that! Now, using your Neil or
Ella go out and play some modes! We got the tournements, practice rounds,
Ring Shot, Character Matches and so many other modes! Every mode except 
Training give you Exp. Points at the end. Also note that if you save and quit 
on a mode, you will automatically get your Exp. Points whn you save. When you 
continue you can still get more.

---------------------------------------------
            VII C.Linking Back
---------------------------------------------
OK, so you've working hard in Toadstool Tour with your characters, getting
a lot done. Now when your ready it's time to link right back up again. Choose
the Link option from the main menu and follow the on screen prompts. Now all
data will be transferred between the 2 games. Advance Tour will have their
Toadstool Tour data updated as well as Neil and Ella get taken to the Exp.
Earned screen where you may see a massive amount. You will also get any Star 
Holes you may have unlocked from Toadstool Tour. In Toadstool Tour, any 
changes to Neil or Ella's stats will gt updated as well as any new clubs you 
may have obtained. Your custom Taunts will also be updated as well. You
should Link back and forth quite often or when you get something done.

----------------------------------------------
          VII D.Additional Help
----------------------------------------------
Got problems when tranferring? Weird sayings with characters? I'll answer some
of the more common problems. If you're question is not answered, feel free
to call my attention on the boards!

Q:When I try to Link up I get an error message? What's wrong?

A:They are a few things that can faulter into this problem. If you don't have
an Official Nintendo Link Cable that could be the case. Another way is if
your Toadstool Tour memory got corrupted, or you should make sure there's the
GBA Cable in Contoller Slot 2. Also Advance Tour needs to be on.

Q:Why are everyone's taunts changed now?

A:Nintendo must have programmed it this way. When you tranfer data, your taunts
come with it and they are not just for Neil or Ella, they get changed for every
character. The character will say their normal taunt but the taunt you see will
be your custom ones. Sorry, there is no known way to fix this problem.

Q:What do I have to do to unlock the Star Holes?

A:Read my next section.

Q:Can there be multiple Neil and Ella's?

A:On Toadstool Tour yes. The first 4 different files of Advance Tour that gets
tranferred to Toadstool Tour gets put in the Character List with their 
respective stats. I can not prove if this fills in the remaining empty spaces
in Advance Tour where Neil and Ella are. If you know the definite answer 
please call me on the boards.

wariofan63 has this to say:
"You can use the original taunts of the Mario characters. Instead of using the
A/B/X/Y or Control Stick, use the C-Stick and the D-Pad for the normal taunts.

--------------------------------------------
      VII E.What/how can I unlock/stuff?
--------------------------------------------
Well, the only thing that you can unlock from Toadstool Tour are the other 45
Star Holes non available in Advance Tour. You get...:
6 for beating all 36 holes in a 1-Player Ring Shot (Using Neil or Ella)
18 for beating all Star Characetrs in a Character Match using Neil/Ella (Repeat
for all of these steps)
1 for completing any side game except Birdie Challenge or 1-On, 1-Putt on 
Easy and Medium difficulties.
1 for each tourneyment except Bowser's.

Also, when you first transfer Exp., you will unlock Luigi in Advance Tour!
If you've collected at least 27 Birdie Badges from tournements in Toadstool
Tour (Neil/Ella or not) you unlock Waluigi! Have 54 or more to get Wario, and
have 81 or more to get Bowser. They all automatically have their star versions
in Advance Tour.

There you go. When you link back up to Advance Tour you will earn any Star 
Holes you may have unlocked!

------------------------------------
        ~VIII.Glossary~
------------------------------------
Are there some words or golf terms you just don't quite get? I'll teach you 
every word in the game, and throw in a few myself!

------------------------------------------
       VIII A.Every word from A-Z!!!
------------------------------------------
Here's is all like 1000-ish or so words. Words with a "*" to the right of them
are words I made up myself.

1W-Abbreviation of driver
3W-Abbreviation of a 3-Wood
4W-Abbreviation of a 4-Wood
5W-Abbreviation of a 5-Wood
Address-Taking a stance and preparing to hit the ball. In a bunker/water, your
club may not touch the ground
Against-Refers to hitting the ball into the wind. This makes the ball travel
less distance.
Air Ball-A ball that flew higher than the golfer intended. Usually results in a
short shot
Albatross-A score of 3 strokes under par. Only available on Par-5's!
All or Nothing*-A shot where if screwed up, can possibly cost the whole match,
or if made, can have you majorly winning
Alternate-A game in which 2 players on a team take turns hitting the same ball.
Approach-A short-distance to the pin, usually less than 60 yards. Chip and 
pitch shots are often used for approaches.
Approach Shot-A shot aimed at the pin from off the green
Approach Wedge-This club is reffered to as "AW", has good loft and is inbetween
PW and SW distance
Apron-Refers to the green edge
Average-The average number of a set of statistics
Average Drive-A golfer's average distance off the tee box
Average Putts-The number of putts on average a player takes on a hole
Average Score-The average of all you scores in 18-Hole rounds
AW-Abbreviation of approach wedge
Back Tee-A tee box from which golfers hit their first shot of the hole. Farther
than the normal tee box, used for tourney play.
Backspin-A front-to-back spin on the ball that causes it to rise and float in
the air. 
Backswing-During the swing, the backwards movement of the club from it's rest
position
Baffy-Another name for the 4-wood
Ball-Oh god, you must be an idiot for even looking up this word. WTF is that 
white object you hit?
Ball Mark-The dent or hole your ball makes when it hits the green. In real life
you should always fix these
Bare Ground-A spot where the grass is thin and dirt is visible. Missing on bare
ground is awful whether it be this game or real life
Baseball Grip-A method of gripping the club using all 10 fingers without 
overlapping
Beach Bunker-A bunker that's on the side of the ocean. The lie is better than
that of a normal bunker
Bent Grass-The fine smooth grass that's used on most greens. Bent greens' are
harder to read
Best Drive-The longest tee shot a golfer has ever had
Best Gross-The best true total score not including a handicap. A true measure
of skill
Best Position-The best, most strategic location to land your ball on a hole
Best Score-The lowest number of strokes you've ever taken to play 18-Holes
Bet-A wager on score, holes won, etc.
Birdie-A term for holing out in one stroke under par
Bite-The act of stopping the ball quickly as a result of backspin
Blind-A state where the pin or grass can't be seen from the tee due to shadows
or a dogleg
Blowup Hole-Any hole where you miss several shots making a good score 
impossible
Bogey-A score of 1 over par on a single hole
Bombed*-Hitting the ball well over 400 yards
Bottleneck-A VERY thin area in which to hit a ball past, with OB or walls 
making it's thin-ness
Break-To score under par for a hole or round
Breackneck Winds*-A term for winds higher than 15MPH
Break Ratio-The percentage of holes where a golfer breaks par
Bump and Run-A low, short chip which stresses the roll after landing
Bunker-A hazard made of sand, also known as a trap. There are different types
of bunker. It's best to avoid them
Caddie-A caddie helps a player by carrying clubs and offering shot and putt
advice
Caddie Master-Caddie masters oversee caddies, deal with foursome or group 
formation, and set tee times
Carry-The distance the ball travels from the time the ball is hit to the time
the ball touches ground
Cavity Break-A type of iron with a hollow backside and thicker edges, which
enlarges it's sweet spot. They reduce distance, but give less errors
Champion Tees-The longest and most difficult tees to shoot from. Also called
black tees
Chili Dip-When a short chip or pitch is hit fat, causing the ball to fly 
shorter than intended
Chip-An approach where the ball is hit high, lands on the green and rolls 
toward the cup
Chip In-To do a chip where the ball drops into the hole. Usually done without
a putter unless on fringe
Cleek-Rougly equivalant to a 1-Iron or 5-Wood
Club-Are you a retard? And I thought ball was stupid....
Club Champion-The winner of a club championchip. Called "club champ" for short
Club Face-The grooved part on the front of a club head that directly impacts
the ball
Club Head*-The bottom of the club, the part used to hit the ball
Club Number-The number printed on the bottom of the club head. Refers to loft
Club Set-The clubs carried in the caddie bag during play. Rules say a max of
14 clubs per bag
Clubhouse-A country club's main building, where the lounge and locker rooms are
located
Collar-The green's edge
Competition Golf-Competing against other golfers in competitions such as
tournements
Concede-To give up or forfeit a hole, or a match
Course-The venue where golf is played. Normally, even Par is 72. A course
usually has 18 holes, afront and back 9
Course Layout-The shape of a course, including the locations of cups, greens
and hazards
Course Management-Using strategy to make the widest, not longest, shots to post
the best possible score
Course Rating-A means of expressing course difficulty for a scratch player.
By comparing ratings, you can find easy and hard courses
Creek-A small and thin water hazard that flows through the hole. Landing in 
one costs a stroke penalty. These on some holes are located near the best 
position
Cross-Bunker-A bunker that cuts across the fairway
Cup-The hole in the green that you aim for. Marked by a flag or "pin" to be 
visible form afar
Dance Floor-A slang term for a green IE:Well that ball will be on the dance 
floor...
Dead Aim-Aiming for the pin rather than in front of it when attacking the green
Deep-Refers to a drive hit really far
Deep Rough-An area of grass that's longer than rough and even harder to hit out
of
Defending Champion-A golfer in a tournement who won the last time it was played
Dimple-An indentation on a golf ball. Dimples affect control and air resistance
Divot-The hole in the ground your club makes upon contact. IRL, always fix
your diviots!
Dogleg-A hole whose fairway turns sharply between the tee and the green. The 
shape of the hole resembles a dog's leg, hence the name
Dormie-Im match play, the moment a player can simply tie their rival on the
next hole to win the match
Dormie Hole-In match play, the hole where a player can tie thier rival to win.
Their rival MUST win every hole until after 18, where Sudden Death is played
Double Bogey-Getting 2 strokes over par on a hole
Double Eagle-Another word for an albatross
Double Par-Refers to double the hole's Par. If you get an 8 on a Par 4, you 
got a double par
Double Sandy-Hitting from a fairway bunker into a greenside bunker and holing
out in 2 from there
Doubles-When 2 players on one team compete against other doubles teams
Doubles Cup-A tournement in which players on teams of 2 alternate hitting the
same ball
Downhill Lie-When a golfer addresses the ball and the back foot is higher than
the right foot
Downswing-The part of the swing where the club begins it's downward motion
Draw-A shot where the ball goes right then swings back to the left
Dribble-A terribly missed shot that only rolls the ball a few inches
Drive-A shot hit with a driver from the tee box
Driver-The wood with the longest drive distance. A good drive will help you win
long-drive contests
Driven*-Refers to a drive bombed over 400 yards
Drives-in-fairway-ratio-The percentage of the time which the tee shot lands 
properly in the fairway
Driving Contest-A competition to see who can bomb the longest drive off the tee
on a given hole
Driving Iron-An alternate name for the 1-Iron. Almost never seen in a set of
14 clubs
Driving Range-A practice area where golfers can practice tee shots and other
various shots
Drop-To physically drop a ball in a playable area after hitting the ball to
into an unplayable position
Duff-Missign a shot by hiting the ground before the ball. This reduces distance
Eagle-A score of 2 strokes under Par
Eaten*-A term for a ball that's completly buried in a bunker
Edge-The edge of a green
Even-To get Par on a hole, or overall on the course
Even (square)-When the players in match play have won the same number of holes
Even Par-Playing a hole or course in the number of strokes established par for
it
Explosion-A technique of scattering sand or dirt to free the ball from a hazard
and the sand wedge usually does this
Fade-A shot that curves left, than curves back right
Fairway-The tended grass that streches from the tee to the green
Fairway Bunker-A bunker located beside or in a fairway
Fairway Wood-An oversized club like a driver, but used for smacking balls from
fairways
Fat-Hitting the ground before striking the ball, which hits the ball short
Flag-An alternate term for the pin 
Flat-A more shallow or horizontal swing
Flier-A shot that flies farther than desired because of backspin
Follow-through-The continuation of the swing after the ball has been struck.
A big follow through is good on all shots
Fore!-A typical warning to those on the fairway that the tee shot has been hit
and may be heading their way
Forged Irons-Unlike cavity backed clubs, forged clubs have a thin, solid face.
Their sweet spot is smaller but they provide a longer distance
Foursome-A group of four golfers playing together
Fried Egg-A binker lie which the ball is half-buried, and resembling a fried 
egg
Fringe-Has many different names, but this is the offical name for a green's
edge
Full Swing-A swing using maximum backswing and follow through
Gallery-Spectators a a golf match
Galloping*-A tee shot where when the ball lands, it tends to bounce a lot
Gamble Shot-A risky shot through rough terrain
Gimme-Where your opponent thinks you'll make your next putt and permits you
to skip taking it. If you have 3 and get a gimme, your score is 4!
Give Up-To quit trying to sink the ball
Golf Bag-The bag used to hole golf clubs and other golfing equipment
Golf Club-A place where one plays golf. And if you really stupid and wanna
be a smart-ass, the thing you use to hit the ball! Do you know what a ball is?
Golf Shoes-Special shoes with spikes on their soles to keep their feet steady
while swinging
Golf Student-A member of a particular club in training to enter a competitive
golf circuit
Golfer*-lol, now you've become stupid. Moron, morin, moron. Who the hell are
you in this game? A pumpkin? WTF was the matter for looking up this word...
unless it was to see my stupid remark...lol
Gooseneck-An iron with a bent neck between the shaft and head
Grass Hazard-Although it's not a "true hazard", it's grass covered hollow in
the ground
Green-The place with the flag, your whole destination on every hole!
Green Edge-The fringe dorkhead....
Greenside Bunker-A bunker near the green
Greens-in-regulation ratio-The percentage of holes on which a golfer gets on 
the green in regulation, which is 2 strokes under par
Grip-The end of the club you grab! Also refers to how a player holds the club
Grip's Length-The length of the club's grip. Used as the length you can improve
your lie in some rules...
Grooves-The lines carved in the face of a golf club. Used to put spin on shots
Gross-A players' total score for a round before handicap is calaculated in
Hacker-An odd golfer with a crazy swing
Handicap-The number of points you subtract from your score
Hazard-An obsticle such as a bunker or water hazard. Rules state grass as not a
hazard
Head-The part of the club that hits the ball. It's connected to the shaft
Heath-REALLY big clumps of grass, hitting here will ensure a Par, or worse,
a bogey
Heavy Rough-This grass is much thiker than normal rough
Heel-The end of the club shaft nearest the shaft
Hole-The cup in the green you aim for
Hole-in-One-Getting the ball into the hole in 1 shot
Hole Out-To sink the ball and complete the hole
Home Hole-Also known as the 18th and final hole
Honors-Hitting first off the tee. After the first hole, the winner of the
previous hole gets honours
Hook-Another name for a fade
Impact-The moment the club hits the ball and trajectory is determined
Impact Zone-The hitting zone for the ball. This determines if you hit a good 
shot or not, as well as it's curve and accuracy. Contains the sweet spot
In-A term refering to the back 9 of a course
Inside-Out-A swing that finishes outside, and makes the ball spin inside
Intentional-Purposly hooking or slicing the ball left or right to avoid
and obsticle and get on the green
Interlock Grip-Gripping the club with the index finger and pink looped around
eachother
Iron-A metal club used to hit the ball. The lower its number, the greater the
distance
Iron Shot-Any sht made with an iron
Island Green-A green that's completly surrounded by water. In real life, the 
17th at the TPC of Sawgrass is the most famous example. In this game, the 16th
and Mushroom Course is the only one
Lag-A putt intended to stop close to the hole, not intended to be holed
Lateral-Water-Hazard-A water hazard that allows you to drop your ball 2 club
lengths from where it landed
Lay Up-To play a shot and land short puposly of your intended landing zone.
I used this term a lot during Go-Go-Gates didn't I? This is a very strategic
golf move
Layout-A shot played to a specific spot to avoid too much distance or set up an
easier subsequent shot
Leading Edge-The lowest edge of the club head, where the sole and face meet
Lie-The quality, manner, or position relative to level in which your ball rests
on the ground
Line-The path of the ball, used mostly in referance to putting as in:I can see
the line!
Links-A slang term for a golf course like "Let's hit the links!"
Lip-The top edge of a hole (cup)
Lob Shot-A shot that flies high in the air. An advanced technique with awful
mis-hit results!
Loft-The angle of a club's face
Loner*-The ball coming to rest on area of course seperated away from the rest.
A good example would be hitting left on hole 16 of Mushroom Course, which is 
away from the normal course, but gets me closer to the hole
Long-Drive Contest-A contest where participants try to bomb the longest drive
Long Hole-Another name for a Par 5. This can also be used for Par 4's over 500
yards (The longest Par 4 in the world is 629 yards!)
Long Irons-Refers to the 1, 2, 3, 4 irons. Long, Middle, and Short irons are
named because of their distances
Lost Ball-A ball that can't be found! In real life, the player has only 5
minutes to find their ball, or else their ball will be treated like an OB shot!
Marker-The object used to mark the ball position on the green
Match Play-A competition between 2 players to see who can win the most holes
Member-Someone who belongs to a country club
Middle Hole-Another name for a Par 4
Middle Irons-The 5, 6, and 7 irons. They are called this because of their mid
range distances
Mis-Hit-A poorly made shot that does not do what the golfer intended
Mound-A place where the ground rises like a tiny hill
Mountain Hole*-A hole with a green placed at an elevation higher than the tee
box
Mulligan-To hit a do-over shot
Nassau-A three-part bet based on scores on the front 9, back 9, and all 18
holes
19th Hole*-A phrase golfers in a Stroke Play team match say when a team is 
taking forever to finish
Near-Pin-A competetion to see which golfer can hit the closest to the pin
Neck-The area where a golf club's head meets the shaft
Net-A players' gross, or overall score excluding handicap
Normal Water Hazard-A water hazard which requires the ball to be dropped behind
the hazard
OB-OB stands for Out of Bounds, a non-inplay area of the hole. You must rehit
your shot from the last point you hit the ball and take a 1-stroke penalty
Obstacle-An object between your lie and the green. Resuts from poor placement
of the ball
On-To be at rest on the green. On-in-one is reaching the green in 1 shot
On in regulation-Getting the ball onto the green 2 strokes behind par (Like
getting it on in 2 on a Par 4!)
One-Putt-Duh! Making only 1 putt on a hole!
Out-A term refering to the front 9 holes
Outdrive-When a player exceeds the drive distance of their opponent
Outside-In-A swing that starts outside and finishes inside. Makes ball spin
a lot more
Over Par-Scoring higher than par on a hole or course
Overlap Grip-Where the fingers overlap eachother while gripping the club
Pair-A team of 2 golfers
Par-Taking the average number of strokes for a hole. Typical course par is
averagely 72
Par Save-Getting a Par after hitting the ball into a bunker, water hazard, etc.
Par-Save Ratio-The percent of the time you score par or better after landing
in a hazard
Partner-Your buddy while doing Doubles Play
Penalty Stroke-If needed to take a drop or if you hit your ball into OB, water
hazard, etc. you need to rehit the ball, and add a stroke penalty along with
that!
Pin-The locater telling golfers from afar where the hole is located on the 
green
Pin-High-When the ball travels the correct distance and is even with the hole,
but off to one side
Pin Position-Also referred to as "pin placement" the exact location of the hole
Pitch Mark-Also known as a ball mark, the dent a ball makes when it hits the 
green
Pitch Shot-A short approach where the ball is lofted into the air and lands
with a quick stop
Pitching Wedge-A club with good control that easily lofts the ball into the 
air
Play through-To pass the group in front of you while they wait
Playoff-A competition to break a tie at a matches end
Poley-A putt longer than the flagstick
Pot Bunker-A small, round, pot-shaped bunker often found in fairways and 
around greens
Private Course-A course only members are allowed to play on
Public Course-A course freely allowed for use by the public
Push-A shot that goes to the right of the intended line for a right handed 
player
Pushing Out*-Purposly hitting the ball backwards or to the side to avoid an
obsticle or hazard
Putt-.........I won't say how stupid you are. I'll think it though >:)
Putt Out-To finish a hole by putting
Putter-You idiot.....
Putting Line-The path a putt takes after being hit. You need to be able to read
greens to be good
PW-Abbreviation of a pitching wedge
Rake-A tool used to smoothen out a bunker after being stepped in
Read-To survey the line of a butt to determine how it will move
Recovery-A comeback from a missed or poor shot
Registration-Entering a golf tourney
Regular Tees-The tee box used by ameteur golfers. The front tees and also
referred to as the white tees
Relief-A rules term meaning to legally move your ball away from trouble (Like
a golf cart path interupting your shot)
Rough-Areas off the fairway with longer grass that's harder to hit off of
Round-18 holes of golf
Run-After hitting the ball, the distance it moves from hitting the ground 
first
Safe Zone-Areas with no hazards that players can aim for without fear
Sand Wedge-A club used to get the ball mainly out of a bunker, also used for
"explosion" shots
Sand-save Pecentage-The percentage of the time you get out of a bunker and get
Par or better
Score-The total number of strokes you've taken so far
Scorecard-The piece of paper you use to keep track of your score
Scratch Golfer-A beginner golfer who isn't very good and has a big handicap
Semi-Rough-Light grass patches to the side of the fairway
Set Position-The point where the backswing ends and the club sets before 
the downswing
Shaft-The rod that connects a club's head to the grip
Shank-To hit the ball with the base of the club head, sending it far off course
Short-Refers to an approach shot that didn't make the green 
Short Game-Involves approaches and putting. A good short games gets you better
scores!
Short Hole-Another name for a Par 3
Short Irons-The 7,8, and 9 irons named for their short distances
Shortcut-The path straight across the bend of a dogleg, instead of a safer 
path around. They can mean better results
Shot-Hitting the ball you idiot....
Shot Maker-A skilled golfer that can execute well placed shots
Side Bunker-A bunker on either the left or right side of the fairwy
Slice-A shot going far right of your intended landing spot
Slow Play-Playing slowly duh...
Sole-The bottom of the club head where the club number is written
Spike Mark-A mark made on the green by the cleats of a shoe
Spin-Making the ball rotate after landing
Spoon-Another name for the 3-Wood
Stance-The position of your feet while taking your shot. Bad stances=bad shot
Starter-The person who sets the order of play from the first tee to keep the 
players flowing smoothly
Starting Hole-The first hole of the course
Steady-Consistant, precise play during which you aim for the green in front of 
the cup, not the pin
Stick Shot-A shot that drops and sticks hard right near the hole
Stroke-The number of times you hit the ball during the hole
Stroke Play-A competition in which the total number of strokes determines who 
wins
Sudden Death-A tiebreaker situatio in which victory is decided on who gets a 
better score on a playoff hole first
Sunny-Side Up-When a ball get half buried in sand
SW-Abbreviation of Sand Wedge
Sway-Turning the body from side to side during the swing
Sweet Spot-The dead center of the face of the club comes with perfect contact
with the equator of the ball
Sweet Spot ratio-How often you get perfect sweet spot
Swing-To hit the ball
Tailwind-A wind that comes from behind, making the ball travel farther
Tap-in-A short simple putt that doesn't need concntration
Teaching Pro-A training instructor who teaches new golfers about the game
Tee-What you hit your first shot off of every hole off of
Tee Box-The place where each hole's first shot begins
Tee marker-A mark that specifies from where in the tee box you should place 
your tee
Tee Off-To hit the ball off the tee
Tee Shot-The first stroke of a hole
Tee Time-The assigned time for a group to begin play on their first hole
Tee Up-To set the ball on the tee and take your shot
Tend the Flag-To hold up the pin after a player has stroked the ball on a putt
Texas Wedge-A shot made off the green using a putter
The turn-Moving from hole 9 to hole 10
Tight-A descriptive term for a hole that's very narrow
Title Holder-A player that wins a championship tourney and therfore has its
title
Toe-The far end of the club head, away from the neck and shaft
Tool-An instrument used to fix a ball mark on the green
Top-To hit the top of the ball, resulting in a short shot
Topspin-Spin that will make the ball roll farther once on the ground
Touch-An abstact term that refers to having a good feel for your shots
Tournement-A competetion where many players play for a priz, trophy, etc.
Tourney Green-A much faster green then normal play
Trajectory-The flight path of the ball
Trap-Bunker
Triple Bogey-Scoring 3 strokes over par
Trouble Shot-When the ball is in a difficult position
Under Par-Scoring less than par for a hole or the course
Undulation-The ups and downs or the terrin on the green
Unplayable-When the ball comes to rest on terrain that can't be hit off of, 
like a golf cart path
Up and Down-To hole out by hitting a short pitch then 1-putting
Uphill-Refers to any up-sloping shot. Down-sloping shots are referred to as 
downhill
Upright Swing-A term for when the club's path is vertical
Visitor-A guest at a course that he or she doesn't belong to
Waggle-The back-and-forth motion at address meant to loosen the wrists and arms
Waste Area-Terrain covered in pebbles and rocks. This is an awful lie to get
yourself into!
Water Hazard-An obsticle made of water. If you dunk your ball, you have a 1
stroke penalty
Wedge-A club used for approaches used for high lofts
Wet Ball-A term for getting your ball into a water hazard
Whiff-A swing that attempts to hit the ball, but misses
Wood-A distance club made of wood, but nowadays with metal
Worm Burner-A shot with an extremly low trajectory that seems to skim the
ground
Yard-1 yard is about equal to 3 feet
Yardage-The unit used to measure distance outside the green
Yardage Marker-A landmark indicating yardage to the green
Yips-The inabilty to play due to uncontollable shaking in the arms and hands
Younder*-A very long hole, or at least 1 that plays long

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