GOLF
Intellivision Cartridge Instructions
(For 1 to 4 Players)

Host your own PGA tournament, any time. The sun is always shining on the
INTELLIVISION course. Line up your shot, then drive it down the fairway. Check
your distance. Look out for hazards. With practice, even the weekend duffer will
be playing these 9 holes like a pro.

OBJECT OF THE GAME is to sink the ball into each of 9 consecutive holes by
hitting the ball with a club the least number of times possible. Avoid
sandtraps, water and trees, that add extra "strokes" (hits with the club) to
your score. Low score wins.

EXAMINE YOUR CONTROLS

KEYPAD 1: Driver
KEYPAD 2: #3 Wood
KEYPAD 3: #5 Wood
KEYPAD 4: #3 Iron
KEYPAD 5: #5 Iron
KEYPAD 6: #7 Iron
KEYPAD 7: #9 Iron
KEYPAD 8: Wedge
KEYPAD 9: Putter
KEYPAD CLEAR: Change number of players
KEYPAD 0: Choice Key (use when ball lands in water)
KEYPAD ENTER: Changes score readout to display cumulative score

UPPER SIDE ACTION KEYS: Long Swing
LOWER LEFT SIDE ACTION KEY: Medium Swing
LOWER RIGHT SIDE ACTION KEY: Short Swing

DISC: "Aim Swing" allows you to hit the ball in any of 16 directions
corresponding to the point on the disc where you press

PGA GOLF is a game of concentration, coordination and control...plus a little
patience. You will need to judge distance accurately in choosing your club and
type of swing. Then coordinate timing on the action buttons with aim on the
Direction Disc for maximum control over the direction in which your ball
travels.

NOTE: PGA GOLF is played at one speed only. Skill level is determined by the
skill of the players, over 9 holes which vary in degree of difficulty. You do
NOT select skill level before beginning the game. If you play alone, you play
against your own best score or against par (see below), NOT against the
computer.

GAME IN BRIEF
The instructions below are to get you started or refresh your memory if you are
already familiar with the game. Details and explanations that you will need to
get the most enjoyment out of the game are in the sections following.

1. Turn Master Component OFF/ON switch ON.

2. Press Direction Disc. Computer will ask: HOW MANY PLAYERS?

3. Key in number of players. Press 1 of first 4 keys, then press ENTER. 1st hole
layout will appear on screen.

4. Select club by pressing appropriate key. Club selection will appear on
screen.

5. Aim swing by pressing edge of Direction Disc corresponding to direction you
want ball to travel.

6. Swing away by pressing side action button -- either top button for long
swing, lower left button for medium swing, lower right button for short swing.

7. Press the same action button again. Watch figure in the upper left corner of
screen. Press button before the bottom of his swing to hook (left of aim), at
the bottom of his swing to send ball straight, after bottom of swing to slice
(right of aim).

8. Continue until you sink the ball. Ball disappears and layout changes to next
hole. 9 holes in all. When 2 or more play, all players must "hole out" before
layout changes.

9. When 2 or more play, player whose ball is "away" (farthest from the hole)
takes the next stroke. Player who completes a hole in fewest strokes "has the
honor" (tees off first) on the next hole.

10. 1-stroke penalty for out of bounds shots and shots into the water.

11. LOW score wins. Scores for each hole read out on screen. Press ENTER to see
cumulative score. At end of game, score changes to total score for game.

HOW TO START

PRESS DIRECTION DISC. Screen will show:

HOW MANY PLAYERS?
UP TO 4 CAN PLAY.

Key in number of players (from 1 to 4) by PRESSING KEY 1, 2, 3 or 4.

If you change your mind BEFORE pressing Enter key, press CLEAR then the number
of players you desire.

When more than 1 person is playing, flip a coin or draw straws to see who tees
off first. If you are first, far LEFT score readout at the bottom of the screen
will turn WHITE when it is your turn. Readout second from left will turn WHITE
for SECOND player's turn, etc.

THERE ARE 9 HOLES ON THE COURSE. After you have selected the number of players,
an aerial view of the 1st hole will appear. On each hole you will see SOME OR
ALL of these obstacles:

BUNKERS (SANDTRAPS) -- yellow area -- Slow down your progress. May add a stroke
to your score.

TREES -- dark green -- Will deflect the ball and cut down on distance it
travels. Very tricky to get out of. See "Trajectories and Trees," below.

WATER HAZARD -- blue area -- Adds 1 penalty stroke to score, in addition to
stroke that sends the ball into the water. See "General Rules" below.

HOW TO PLAY

IMPORTANT: BOTH HAND CONTROLLERS CONTROL THE BALL IN PLAY. WHEN YOUR OPPONENT IS
UP, DO NOT PRESS KEYS, BUTTONS OR DIRECTION DISC ON YOUR HAND CONTROLLER, SINCE
THIS WILL AFFECT HIS SHOT.

1. SELECT A CLUB
You have 9 clubs to choose from. Each club sends the ball a different distance.
Approximate distances for each club and swing are shown in the table below.
Distances are for: Long Swing / Medium Swing / Short Swing.

1: DRIVER*: 260 / 247 / 234
2: #3 WOOD: 220 / 212 / 204
3: #5 WOOD: 195 / 189 / 183
4: #3 IRON: 175 / 168 / 161
5: #5 IRON: 153 / 145 / 138
6: #7 IRON: 130 / 124 / 118
7: #9 IRON: 110 / 103 / 97
8: WEDGE: 87 / 78 / 70
9: PUTTER**: 20 / 13 / 6

*DRIVER -- tee off only.
** PUTTER -- must use on green.

ALL FIGURES ARE IN YARDS AND ARE BASED ON SCREEN WIDTH OF 580 YARDS.

When you have selected a club, PRESS THE CORRESPONDING KEY ON THE HAND
CONTROLLER KEYPAD. The computer will print out your selection at the top of the
screen. Animated figure in the upper left corner of the screen will move into
position to address the ball. IF YOU CHANGE YOUR MIND BEFORE you swing, just
press the key for the new club you want. Printout will change to the new
selection.

EXCEPTIONS TO THE RULE

SHOOTING FROM THE ROUGH: 3 and 5 woods are unpredictable. They will send the
ball any distance between 0 and the maximum distance of the club. Irons are more
reliable. Any iron will consistently function as if it were approximately 2
sizes smaller. 5-iron will function as a 9-iron, etc.

SANDTRAPS (BUNKERS): 3 and 5 woods are not effective in sand -- they will rarely
hit the ball far enough to get it out of the trap. Irons are better, but still
unpredictable. They will send the ball any distance between 0 and the maximum
distance of a club approximately 2 sizes smaller. The WEDGE is ALWAYS your best
bet here.

2. AIM YOUR SWING
Use the DIRECTION DISC to aim your swing. Imagine the Disc divided into 16 equal
sections. Press down on the OUTER EDGE of the Disc in the direction you want the
ball to travel. A WHITE BAR WILL MOVE AROUND THE BALL THAT IS IN PLAY. This bar
represents where your golfer is standing in relation to your ball. YOUR GOLFER
IS ALWAYS RIGHT-HANDED. For example, when the bar is over the ball, you are
aiming to the right. When the bar is vertically to the left, your are aiming up.

The bar will indicate all of the 16 directions in which you can aim. Use it WITH
the Direction Disc to line up your shot.

Sometimes you will not be able to line up the white bar in the exact direction
you want. You can shift the direction your ball travels, to the right or left of
your aim, by TIMING YOUR SWING to slice or hook. (See below.)

3. TAKE YOUR SWING
You have a choice of LONG, MEDIUM or SHORT SWING ON EVERY SHOT. See the chart
above for approximate distance your ball will travel for each type of swing with
a particular club. Notice that a short swing with any club is longer than a long
swing with the next smaller size club. Example: A short swing with a 5 iron is
longer than a long swing with a 7 iron.

Press the side ACTION BUTTON that corresponds to the type of swing you choose --
long (either TOP button), medium (LEFT BOTTOM) or short (RIGHT BOTTOM).

You will see the animated figure in the upper left corner swing his club and you
will hear a SWISH (except when putting). You will be able to see the difference
between a long, medium and short shot when the animated figure swings.

TIMING YOUR SWING
If you press a side action button only ONCE when taking your swing, the computer
will randomly hook or slice your ball.

HOOK: sends your ball to the LEFT of your aim.
SLICE: sends your ball to the RIGHT of your aim.

IN ORDER TO SEND YOUR BALL STRAIGHT IN THE DIRECTION YOU AIMED, OR TO CHOOSE A
DIRECTION OTHER THAT THE 16 DIRECTIONS ON THE DIRECTION DISC, YOU MUST PRESS THE
ACTION BUTTON YOU CHOOSE A SECOND TIME.

WHEN YOU PRESS THE BUTTON AGAIN DETERMINES WHERE THE BALL WILL GO. Press firmly,
Make sure the computer knows what you want it to do.

Watch the animated figure as he takes his swing.

To HOOK the ball (send it left of your original aim), press the action button
again BEFORE the figure reaches the bottom of his swing. The closer his swing is
to the top, the more your ball will hook.

To send your ball STRAIGHT in the direction you aimed, press the button again
JUST BEFORE the figure reaches the bottom of his swing.

To SLICE the ball (send it right of your original aim), press the button again
AFTER the figure reaches the bottom of his swing. The closer his swing is to the
top, the more your ball will slice. But if you press AFTER THE END of his swing,
the ball will not slice at all, unless the computer randomly slices it.

You can change a hook to a slice, by pressing the action button a THIRD time,
providing you press the button AFTER the bottom of the swing. Of course, you
cannot change a slice to a hook.

The MAXIMUM hook or slice sends your ball HALFWAY between your original point of
aim and the next possible point of aim on the Direction Disc.

TRAJECTORIES & TREES
The overall arc which the ball travels from start to finish is called its
TRAJECTORY. There are two main points in the ball's trajectory which are
important when trying to avoid or get out of the trees -- the angle at which the
ball leaves the ground, called the ANGLE OF RISE, and the MAXIMUM HEIGHT IT
REACHES.

Different clubs and swings not only send the ball different distances, but to
different heights as well. In general, a shorter wood will send the ball higher,
with a wider angle of rise, than a longer wood (which will send it farther). A
shorter iron will send the ball higher, with a wider angle or rise, than a
longer iron. This does not apply to the putter.

All trees are 18.7 yards tall. Clubs reach their maximum height when they've
gone 2/3 of their distance.

TREES appear at random only in the rough, shifting position with each game. A
tree that appears in one game might not appear in a second game...or it may
appear in a different place.

Although you see trees from an aerial view, they have BRANCHES that start at the
top of the tree and go down 2/3 of the height of the tree. All trees are the
same height.

If you hit your ball into the branches of a tree, it will be deflected or
stopped. To avoid or get out of trees, you must go OVER or UNDER the branches.
When your ball is HIGHER THAN the branches of a tree, it will appear LARGER.

To get over trees, you need to pop the ball up, so a club with a wide angle of
rise and the greatest possible height is desirable, say a 7 or 9 iron.

If you are under a tree a narrow angle of rise is best, so the ball travels
farther before rising high enough to hit branches. Choose either the 3 or 5
wood, or the 3 iron, if you're near the edge of a tree. If you are DIRECTLY
under a tree, you may need to putt clear first, then switch to a longer club.

RULES OF THE GAME

GENERAL RULES

1. PLAY IT AS IT LAYS. You must play the ball from the position in which it
lands. Exceptions are out of bounds balls and those that land in the water. (See
below.)

2. OUT OF BOUNDS. If your swing takes the ball out of bounds, you hear a BUZZER
and the ball is returned to its original position. It is still your turn.

The computer adds 1 PENALTY STROKE to your score, in addition to the 2 strokes
it takes to make the shot. EXAMPLE: If you are 90 yards from the right boundary
and take a full swing with a 7 iron (110 yard shot), the computer will determine
that your swing would send the ball out of bounds and replace it at the position
from which you took that shot.

3. IN THE WATER. If your ball lands in a water hazard, you see and hear a
SPLASH. The ball is automatically replaced on shore at the point where it first
began to travel over the water. You may play the ball from this position or
place it back at the point from which you took your shot in the first place. To
do this, PRESS THE CHOICE KEY on your Hand Controller. Press it again and the
ball will return to its position on shore.

It is still your turn so try the shot again. You will be PENALIZED 1 STROKE in
addition to the 2 strokes it takes you to make the shot.

4. CLUB CHOICE. The DRIVER can only be used when teeing off, but doesn't HAVE to
be used in teeing off. You can tee off with any club.

Computer automatically selects your PUTTER for you when you are playing on the
green. This is the only club you can use on the green. If you try to select a
different club, you will hear a BUZZ and the computer sill reject your choice.

1 PLAYER GAME
In this game you play alone, either against par or your own best score. See
below for a listing of par for each hole. You do NOT play against the computer.

2 OR MORE PLAYERS

1. After each player has teed off on Hole 1, the player who is farthest away
from the hole shoots first, the player who is next farthest away shoots second,
etc. If after your shot, you are still away (farthest from the hole), it is
still your turn. You continue until you are no longer away. At this time your
score readout will change from white to tan.

2. A ball appears on screen for each player when that player tees off. There
will be as many balls on screen as there are players, until a hole is completed.
ONLY ONE BAR (golfer) will appear on screen. It will always appear next to the
ball in play.

3. Decide the order in which players tee off on Hole 1 as described in "How To
Start" above. This order will determine which score readout is yours throughout
the game. If you tee off second on Hole 1, the second readout from left will
always indicate your score and will turn white when it is your turn.

4. After a hole has been played, the player with the lowest score on that hole
tees off first on the next hole. This is called "having the honor." Since the
score is kept on each hole, you will be able to determine from it who has the
honor. The computer also keeps track and automatically changes the color of the
score readout for the player who has the honor.

5. Although all balls remain on screen until they are sunk in the hole, the
computer only acknowledges the ball in play. Example: You're on the green,
shooting for the hole. Another ball is in the way. Take your shot as if the
other ball weren't there. Your ball will travel THROUGH the other ball. Neither
ball will be deflected by the shot.

SCORING

READING THE SCORE
Score for each player on each hole is displayed across the bottom of the screen.

To view each player's CUMULATIVE GAME SCORE at any time, PRESS ENTER KEY on Hand
Controller. Cumulative scores will be displayed as long as Enter Key is pressed.
When Enter Key is released, score will return to individual hole scores.

At the end of the game, all scores will automatically change to display each
player's TOTAL GAME SCORE. This score will remain on screen until game is turned
off or a new game started.

When an individual score changes from tan to white, it is that player's turn.

RULES FOR SCORING

1. You receive 1 POINT (stroke) each time you hit the ball, regardless of the
distance it travels, from tee-off until you sink the ball in the hole.

2. You receive 1 PENALTY POINT (stroke) if you hit a ball out of bounds or into
a water hazard. Penalty strokes are automatically added to your score, in
addition to the number of strokes it takes to make your shot.

3. Low score wins.

METHODS OF SCORING

* 1 PLAYER AGAINST PAR
On each hole, check your score against the par listed below. At the end of the
game, check your total score against the course rating. See if you can come in
under par!

HOLE 1: PAR 3
HOLE 2: PAR 4
HOLE 3: PAR 5
HOLE 4: PAR 5
HOLE 5: PAR 4
HOLE 6: PAR 4
HOLE 7: PAR 3
HOLE 8: PAR 5
HOLE 9: PAR 5

A very skilled player can probably play a 32 or even a 30 stroke game with a
little luck.

* 2 OR MORE PLAYERS

MEDAL PLAY (Singles or Partners). Winner is determined by total of all strokes
(points) for entire game. Low score wins.

MATCH PLAY (Singles or Partners). Each individual hole is awarded to the player
or team with the lowest score on that hole. At game's end the player or team
with the most holes won takes the game.

BEST BALL (Partners only). Method of scoring for either Medal or Match Play.
Best score by either partner on a team is used as the team's score. Example: If
you shoot 5 on a hole and your partner shoots 7, your team score on that hole is
5.

NOTE: Computer only displays individual scores on each hole and individual
cumulative scores on a game. If you decide on a Match Play or Best Ball game,
you will need to keep track of your scores on a separate sheet of paper.

HOW TO HANDICAP
When playing against another person, you may want to handicap your game. This
means you can deduct a certain number of strokes from your game total, to even
out your chances of winning.

HOW TO DETERMINE YOUR HANDICAP
To figure your handicap, you must keep a record of your total score for 20
games.

1. Take the 10 LOWEST SCORES of the 20 you keep record of. TOTAL the 10 scores.

2. Divide the total by 10 to get your AVERAGE SCORE.

3. Subtract the Course Rating of 38 from the average score.

4. Multiply the results of Step 3 by 85%. Round off the number you get if there
is a fraction involved. If the fraction is under .5 use the number before it. If
the fraction is over .5 use the next number after it.

THIS FINAL NUMBER IS YOUR HANDICAP.

NOTE: The computer does not keep track of your handicap. If you are playing a
handicap game, you must deduct your handicap from your final score on a separate
piece of paper.

GAME TIPS

1. Be sure of your aim. Check where you are pressing the Direction Disc. You
should be pressing the edge of the Disc at the point corresponding to the
direction in which you want the ball to travel. Imagine an arrow pointing
outward from the place on the Disc where you are pressing. Your ball will follow
the path of the arrow.

2. If your ball lands in the rough, stay away from the 3 or 5 wood, since you
don't know what they'll do. Remember to select an iron 2 sizes longer than you
would normally choose.

3. NEVER assume that the computer will send your ball straight, even on a short
putt. ALWAYS press the action button a second time. Watch your   timing to hook,
slice or send the ball straight.

4. Try to avoid hitting your ball onto the edge of the green far away from the
hole. The greens are large and if you are too far from the hole, you may require
2 putts to make the hole. Remember: You MUST use your putter on the green.

5. Be extra careful in judging distance over water. If your ball falls short and
lands in the water, it'll cost you a penalty stroke.

6. If you land in the trees, select your club carefully. Figure the trajectory
you'll have with the club and swing you choose. If you land directly under a
tree, putt out from underneath, then switch to a long club if you're deep in the
woods, a short iron if you're near the edge of the woods.

GLOSSARY OF GOLFING TERMS

AWAY -- the ball farthest from the hole.

BEST-BALL COMPETITION -- a contest in which the best individual score is used as
the team's score on each hole.

BIRDIE -- one stroke under par.

BOGEY -- one stroke over par.

BUNKER -- sandtrap.

COURSE RATING -- a rating of the difficulty of a course, computed as a number of
strokes. The basis for determining handicap.

DOWN -- number of holes a player or team is behind in a match.

FAIRWAY -- the mowed area between tee and green.

HANDICAP -- number of strokes, based on the difference between par and a
player's average score, used to bring golfers of varying skill to a common level
for competition.

HAZARD -- any obstacle on a course.

HOLE OUT -- to finish putting.

HONOR -- the right to drive or play first.

LIP -- the edge of the cup.

MATCH PLAY -- competition in which score is determined by holes won  rather than
total number of strokes.

MEDAL PLAY -- competition in which winner is determined by total of all strokes
taken.

PAR -- the number of strokes in which a hole is expected to be played by a
first-class player.

PUTT -- shot made on the green.

ROUGH -- area where grass is left uncut or cut higher than fairway.

--------------------------------------------------------------------------------

(c)1980, 1998 Intellivision Productions, Inc.

