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Jack Nicklaus 6 Golden Bear Challenge Guide

Inside CyberGolf
by John Cauthen
GBC is one of 1999's critically acclaimed successes. It's a title that most golf gamers can install and jump into with little difficulty, yet it offers rewards those who take the time to learn it by patiently riding its skill development curve.
With 30+ years of real life golf experience and over 130 rounds of GBC, I hope the following Game Guide will not only help lower your score, but also reveal ways to expand your enjoyment of the game.


Choosing a Swing Interface

There are three ways you can swing the club in GBC: 2-click, 3-click, or Mouse Meter. Our guide will focus on thes click meters. (Mouse Meter is lacking in so many ways, I can't recommend it).

In regard to swing meter setup, avoid overswinging at all costs! With the game's targeting engine, you won't really need to. In most cases, you'll be able to set up your shots for the 100% power mark. You will be best served by tuning your senses to hitting that mark. This serves two purposes: It gives you a good idea how far your shot will travel and it provides a consistent starting point for the timing reference you'll need in hitting the direction mark, which in GBC is far more critical.

2-Click

If you're familiar with Links LS, this will be your method of choice, especially if you've installed the patch. Meter movement is reminiscent of of LS. However, it is very difficult to master in the "Very Fast" setting. Most gamers will be playing GBC using the Fast meter, which will test your 2-click skills on a scale slightly more difficult than LS. In my experience, the GBC 2-click meter is best suited for the Medium, or slower swing meters.

3-Click

The 3-click method may seem to be the least analogous technique, but once the patch was installed, I had to adopt it to maintain my status as a scratch or better golfer, using the "Fast" meter. It is far easier to hit the power mark using the 3-click method with the two fastest meters, and therefore, easier to groove your timing for the direction press.

Regardless of which meter you choose, always back away from the ball and take some practice swings at the start of the round. Once you've hit the marks three consecutive times, you're tuned for play. You can save time by hitting the right mouse button right after your swing command has registered on the meter. This will immediately reset the meter for another go.

 Creating a Golfer

Even though there are ready made players awaiting your call to action, the true fulfillment is realized through creating your own on-screen surrogate. You can adopt one of 10 stock characters (7 male and 3 female) Any of them can be designed to play right or left handed. If you're skilled with one of the higher quality paint programs, you can alter their appearance by changing cosmetic features or color of their apparel. I'm told it's a delicate process, so only those who are not artistically challenged should apply. A few customized characters are available at Fantasy Fairways if you'd like to take the safe route. You can also endow your golfer with shot tendencies, such as trajectory, hook or slice. All of these are selectable to varying degrees. I made my surrogate represent how I play in real life, which has made the game feel a bit more familiar.

 Choosing Your Career Path

Once you've selected, equipped, and named your golfer, it's time to make the most important decision you will ever face. You have the option of letting your handicap set the swing meter speed, or selecting the swing meter speed of your choice, and thereby, your available attribute points. For the GBC newcomer or even the Nicklaus series veteran, I highly recommend the first option. You will not only get a chance to wade into the interface slowly, but you'll get to experience something that has never before been seen in computer golf - player development, in a role playing sense!

 Career Path 1 - "Use Handicap to Set Swing Meter Speed"

Prepare yourself for a modest start. The program assumes that your player is a high handicapper, even though your handicap has yet to be calculated. In doing so, it initially sets your swing meter speed to "Slow". Be forewarned, if you've had experience with just about any other click interface on the market, you'll likely find this one almost too slow to manage, initially.

Spend some time practicing with the meter before you start playing any round that will count toward your handicap. The best way to do this is to bring up the Game Task Bar and select Practice Swing. Take a practice swing and watch the timing marks that are left on the meter as you hit the power and direction commands. Instead of waiting on the swing to animate and the meter to reset, hit the right mouse button. This resets the meter and you're ready for another go. Using this accelerated warm-up technique, you should get a feel of the meter speed in 20 swings or so. In fact, an abbreviated version of this drill (5 or 6 swings) is a good idea at the start of any round, no matter what your level of experience is.

Now that you have a feel for the meter, it's time to venture out to the course. Remember, as you start out on this path, your attributes are at minimum; you're going to be hitting looping drives, no matter how high you've set your "natural" shot trajectory. This means that clearing hazards will require a consideration that months or years of playing with computer surrogates hitting pro-trajectory shots will have taken out of your game - roll!

Now, when you face that 130 yard approach over a lake, which now requires a 6 iron, the shot isn't going to stop as quickly as the 9 iron that you were used to hitting. It's also not going to stop as quickly as your normal 6 iron since it will be descending at a less acute angle, and coincidentally, it will have less backspin. This may force you to shoot for the fat part of the green, but it's part of the game at this level and one that's been missing from computer golf until now. In the long run, you'll be richer for having gone through the experience and you'll appreciate what you've gained because you've "earned" it!

 Putting

Mastery of the putting game is the best way to lower your score in GBC. It is also the easiest, once you've paid your practice dues. There are a few tried and tested principles that I've proven out in my experience that can help with this process:

On all putts, once you've made the determination of how hard to hit it based on all the factors, add an additional 5% to 10% (5 for hard, 8 for normal, 10 for soft greens) to the power level you've settled on. If there's more than 5 degrees of break in the putt, you can stretch that to 15. The hole is very receptive to high speed putts in this game, but it's also rather discriminating against slow putts that die at the lip, especially on the low side.

In assessing breaks, use your natural instincts to visualize the putt based on the information you're being fed by the grid and/or rug. Now, edge your target arrow a little bit further toward the high side of the hole. Lateral slopes invariably affect the putt more than they appear. Until I came to this realization, I missed 90% of my putts on the low side of the hole.

While surveying your uphill putts of 15 feet or more, be sure to check the contours within 4 feet of the hole. They will have an exaggerated effect on the ball as the putt is dying. Make sure that you allow additional high side correction (in addition to what's stated above) to account for this.

Keep in mind that when you are faced with a severe lateral break, the elevation information you're seeing is almost made invalid. For example, you may be looking at a 28 foot right to left putt on a 10% grade, where the info bar is telling you that the ball is 4 inches above the hole. By the time you allow for the break, you may be actually directing the ball into a slope that will have it ascending 10 inches, before it begins its descent.

On putts of 40 feet or longer, use your alternate cameras (accessible via the numeric keypad) to assess the putt from different angles, particularly the reverse angle.

I can't say this enough - ALWAYS hit a putt harder than you think you should! The rare occasions where this will get you into trouble will be more than offset by the increased birdie tally!

 Chipping

I can safely say that chipping is the easiest phase in GBC. All but the most skilled cybergolfers will be doing plenty of it in this game, thanks to the difficulty in hitting greens in regulation. Therefore, it will pay you to take advantage of the strokes you'll save by applying a few simple rules:

The program will automatically select the partial swing meter for you in situations where chipping is deemed the best option. Before you begin making adjustments to the setup, pay close attention to both the default chip trajectory and landing point (as indicated by the targeting arrow). In situations where the terrain between the ball and the hole is fairly flat, and you're on the fairway or light rough, you won't need to make many changes. Allow for green slope after the ball begins its roll and make a slight allowance for stance. A chip shot struck from light rough will roll just a little hotter than the fairway. Knock off about 5% to 10% of the default distance with the targeting arrow, or stop the partial meter just after it enters the red zone on its approach to the 100% mark.

Heavy rough, weeds, and desert rough will present a tougher test of your imagination. Again, on relatively flat terrain, the default shot the program presents is a good starting point. Use it as a reference from which to make your adjustments. There are two keys to playing shots from these lies: a chip shot will roll more than the default shot seems to factor - you'll need to reduce the shot power by 10% to 15%, a pitch shot will not roll as much as you would expect - you can more or less shoot at the pin when hitting a lofted pitch.

Things get interesting when you have to deal with sharp elevation changes around the green. The default chip shot from a depression is not going to be close to what you need. Plan on changing to maximum loft via the targeting arc and then extending it to a point somewhere on the green or fringe. Pay attention to the trajectory of the the ball, as indicated by the targeting arc. If you're having to play to a green that's sitting atop a raised table, the shot will have a flatter trajectory at touchdown, and will roll like a scalded dog.

In cases where the ball is considerably higher than the hole, you may find it necessary to set the chip shot down in the fringe, fairway or possibly even the rough, in order to have it stop near the hole. Don't forget that the margin for error in doing this is less, especially in the case of using the rough as a brake. Get a little too cute with this shot and you could wind up with a tougher shot than the one before. It's best to set up a shot like this in a practice round and experiment with it until you get a feel for it.

 Pitching

The default chipping club - the lob wedge, effectively becomes a pitching club once you get beyond 70 feet of the pin. One of the quirks of Jack 6 is the relatively excessive amount of backspin imparted on 25 to 40 yard pitch shots, particularly using the lob and pitching wedges. As with the chip shot, pay attention to the default shot trajectory and distance indicated by the targeting arc, before making any adjustments. If you're in the fairway, you probably will need to add a little distance to the recommended shot. This will compensate for the excessive backspin.

Pitches from the rough will not stop as quickly as those from the fairway, but they will come to a halt quicker than you would expect. You can almost go with the default shot, in terms of distance. Experiment with varying trajectories to find a pitch that best suits your game.

One final caveat for the chipping and putting games - the wind in GBC is overbearing. Even medium winds will have an effect on your shot, starting with chips of 25'. Spend some time practicing these shots under varying wind conditions; you'll be surprised at how much a 20 yard lob wedge pitch will move against a 25 MPH crosswind!

 Full Shots

You'll be using the full swing meter in executing this shot, and as in real life, hitting full shots is where you'll find the most room for error. Concentrate on hitting the 100% power mark, in all but the most extreme conditions. Leave the power driving on the practice range. This will all but eliminate one of the variables in the total swing equation. Most of your attention should be on nailing the direction mark. An error of two meter gradients can mean the difference between a 15 foot birdie putt, and a explosion shot from a greenside bunker.

There's a hidden advantage to be found in striking full shots from the rough - direction mark errors on the swing meter are not as severely punished as those from the fairway. In fact, the heavier the rough, the less profound the hook or slice will be, thanks to the neutralizing effect of the grass on sidespin. Granted, severe errors will produce shots that are just flat duffed, but you can go three or four gradients from 6 o'clock from the rough and still not be in bad shape. I feel more confident overswinging just a tad, knowing that my errors won't be punished as severely.

 Driver & Fairway Woods

Nowhere is the importance of direction timing more critical than it is with the driver and fairway woods. Deviations from a square hit with these clubs is almost excessively magnified. Know your tendencies - if you've established a shot tendency to fade, work that tendency into your planning. If a hazard comes into the picture, allow yourself a little room on the bail out side of the hazard. Don't count on a lot of roll from any of these clubs unless you catch a severe downhill slope, or you hit the green. In the case of the latter, the ball will tend to skip unless you've tailored a high trajectory shot. It will still skip more on the green than it would in the fairway, in most cases.

You can hit the driver from the fairway, but more often than not, the 3 Wood will get you more carry, and ultimately travel further. However, the driver may serve you well in cases where overhead clearance is minimal.

Your first consideration in setting up for any wood shot is the slope of the lie, with the exception of "Gusty" wind conditions. A 10 degree side slope is going to have more impact on the woods than even a 15 MPH crosswind, countering the tendency. Some designs leave slopes in the teeboxes, so you'll need to be watchful for conditions where this is the case. I leave the grid "on" to alert me to this potential. Your toolbar slope indicator isn't always going to be telling the full truth!

 Long & Middle Irons

Once you've graduated to the tournament tees, you'll be playing plenty of long and middle iron shots. These shots are perhaps the most difficult to execute and control in GBC. Two key factors are responsible for this - the effect of the slope of the lie, and the flatter trajectory of the shot. Leave the grid on to depict the slope around the lie. Again, the toolbar slope indicator is graduated too coarsely. Use the targeting arc to maximize your shot trajectory for a softer landing, if headwind is not a factor.

 Short Irons

Think of your 7 iron through lob wedge as surgical tools in this game. This is your chance to recover strokes and score birdies. You still have to factor slopes, but the wind will be your main consideration. A ball hit with a short iron into a headwind is not going to roll, and in the case of the lob and pitching wedges, will often back up 5 to 15 feet. Take this into account while planning these shots.

 Playing the Wind

In the world of GBC, the wind becomes the primary elemental force of nature. Dealing with it in the "Gusty" setting is going to require the constitution of a Jedi Knight, plus the application of a few tactical conventions. As with real golf, you'll want to hit a lower trajectory shot when faced with a headwind. This is easily accomplished via the targeting arc. However, I find that it's not beneficial to reduce the trajectory to minimum, 25% of normal trajectory yields the maximum distance for me. It stands to reason that this will vary with your characteristic trajectory, but most people will find that higher natural trajectories will serve them better in this game.

With a trailing wind, consider not only the increase in shot carry, but the loss of backspin on the ball. It will roll hotter upon landing because of a flatter descent, and the nullifying of the backspin. The shorter clubs produce shots which are disproportionately less reflective of wind boosts in both their carry and roll. For example, a lob wedge from 65 yards with a 15 MPH tailwind will result in an overall distance increase of 2 to 3 yards.

Cross and quartering winds are the real nemesis in GBC. There are all sorts of approaches for attacking them. One school of thought is to aim straight at the target, and factor a hook or slice of sufficient magnitude using the target arc to negate it. This approach becomes a little too analytical and involves new parameters that don't lend themselves to intuition. I go for the second school of thought, which is to aim wide of the target and let the wind bring it back. This will require hitting the ball harder, even in cross winds, because the portion of the shot that is into the wind will take more distance off than the tailwind will add, once it takes effect.

A key consideration in playing these shots is what I call "error fudging". If you are going to make an error on the direction click of the meter, let it be against the wind. For example, if you are facing a 90 yard shot with a pitching wedge into a 20 MPH right to left cross wind, make a mental note in your mind that if you're going to miss the direction mark, let it be late (between 6 and 5 o'clock). More often than not, you won't have allowed for enough movement anyway, and this will play to your advantage. If you happen to miss the direction mark by clicking prematurely, you're really in deep kimshee. The wind will take an error of this sort and magnify it exponentially.

 Sand Play

Unless you're plugged in the trap (which rarely happens in post patch GBC), the sand will do little more than take distance off your shot. It will spin almost as much as a fairway shot, but you'll be hitting about two to three clubs more than normal. Direction timing errors will be penalized more than a fairway shot, however, so pay the most attention to getting it right. Greenside bunkers are easy to escape with the lob or sand wedge, using the partial swing meter. I find it easier to hit the shot as high as I can (using the target arc) and start the planning for a shot that will be airborne about 70% of its flight. On the plugged lies, plan on hitting the shot with a power of about 125% of the stated distance, and work from there.

 Camera Perspectives

If you've got the hardware to support it (Pentium II 400+), play this game using the perspective in which it was meant to be played - "Close". I find that I swing the club better using this view, even though there's no real logic for it. The real benefit is the immersive, personal enjoyment you'll get out of seeing the course (and the shot) closer to the perspective of your surrogate.

You can always use the hole overheads for targeting (although I advise against this after you've played the course a couple of times - you want to keep the "fog of war" intact) and the targeting PIP.

 Fast Forward to End of Shot

One of the more useful tools I've found in GBC is the fast forward or skip animation option. This can be done at any time during the shot, from the moment of impact, to the final resting place, by clicking the right mouse button. The ball will quickly then be shown at its resting place in the main view, using the camera that was active at the time the button was pressed. The shot data (carry, total and distance to pin) will also be immediately displayed

Most computer golfers aren't out for a leisurely stroll in the virtual countryside once they've gotten familiar with a course, and occasionally want to accelerate the action by foregoing part of the presentation of the ball's trek. A good rule of thumb for using the right mouse click is to follow the shot as long as you think there's some doubt about its outcome.

Fast Forwarding is especially desirable in multiplayer online games, where every bit of fat that can be trimmed from the proceedings will facilitate smoother game flow. However, I wouldn't advise using it until you've put a few guidelines concerning its use in place (see "Online Play").

 Computer Players

Unfortunately, GBC isn't blessed with the smartest computer golfers in the world. They'll play like Vardon Trophy winners off camera, but when you put the spotlight on them, their brains turn to mush. The biggest problem they have is trees, or other tall obstacles - they seem to be oblivious to the fact that they're there. If you must play with a computer player, I would advise it only on courses with few or no trees. I've seen some decent performances from computer players at Cochise, Royal Kurland, and Royal St. Georges (all desert or British links courses). Everything else is an invitation to disaster.

 Offline Tournament Seasons

One of GBC's biggest attractions for me is its "Season Play" option. You can create your very own tour season of any length you desire, using as many different courses as you can put your hands on. In creating my season, I used the real life tour as a model. A lot of tour pros play 35 to 40 tournaments per year. I only have 24 courses installed on my machine. So, I decided to make my personal season half of the average, setting it up for 20 events. I designated 4 of those as "majors". For a complete challenge, plan an event at as many different course types as you have. On my hard drive are parkland, mountain, desert, seaside, wooded and British links courses in my current season.

I would advise against using computer players in your group on all but the treeless courses (this can be set during an "Edit Tour" session for each individual event). Also, make sure that you set the field to be of players +/- 2 shots of your handicap. This will make it more competitive.

If you've followed my advice, you'll be playing most of the tournaments by yourself (at least on-screen). To enhance the tournament feel and perhaps ignite your competitive fires, check the leaderboard at least 4 times per round. Pick out a player you'd like to compete against (if you're not at the top of the leaderboard), and track your progress against him. In the second round, you'll need to pay particular attention to the leaderboard if you are in danger of missing the cut. A target score will often dictate what you need to do make the final 36 holes.

 Online Play

GBC is blessed with the finest multiplayer online game in the business! GBC's Ready Golf  is the only way to go in my book, and you'll want to make sure the game host has it enabled. You can see as much of your opponent's shot as you desire, thanks to the Fast Forward (right mouse button) option. Be careful though - fast forwarding should be used judiciously, otherwise you can miss key developments as they relate to both yourself and your competitive standing with your competitors. I'll repeat my rule of thumb for fast forwarding - wait until the shot outcome is no longer in doubt before hitting the right mouse button.

It's easy to get right mouse button happy and click your way right past a key shot by your opponent. I've had playing companions express shock at a birdie or an eagle that I made because they'd presumed otherwise due to the lack of having born witness. However, it can also cause your opponents to think of you as something less than a sportsman when you've fast forwarded right over their 35 foot putt for an eagle and walk away from the hole ignorant of the fact that it even occurred.

A few other protocols that are good to observe include: avoid typing long lines of text in the chat window. These spill over into the play screen, occasionally usurping space essential to the display screen. Enter multiple lines to command messages that run longer than 8 words.

Try to avoid putting out before your opponent or playing companion reaches the green. A struggling player feels undue pressure when he realizes that his companion has finished the hole, and they've yet to reach the green!

Pay attention to the messages from the commentator. They convey crucial information about what's happening off-camera. For example, the message could appear that your opponent is taking a drop (after hitting into a hazard) and this could have an effect on how you play your next shot

If you are hosting a round on a course that you are familiar with, and your companions may be seeing it for the first time, warn them of hidden hazards or dangerous positions as the need arises.

John Cauthen
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