4) Sid Meier's SimGolf, like all Sid Meier games, is a STRATEGY game. As such there are a bunch of different ways to "beat" the game. You could try and fulfill all the professional accomplishments. You could try and build the perfect little pitch-and-putt Par 3 course. You could go for 18 Classic holes that challenge the very best players.
It will also be the centerpiece of an achievement that few people are able to make in SimGolf: a successful 18-hole Championship Course. If you get to this point, I congratulate you...but you've still got a lot to learn, Grasshopper.
Build a big resort for stamina, benches for your players to sit on, and all the other facilities so they'll have the skill to play every single hole the way you want them to. Test your course often in the design stage. And most of all, have fun!
By the time you get about thirty people all the way around the horn, your Airstrip will have paid for its gigantic initial capital outlay. It will also be the centerpiece of an achievement that few people are able to make in SimGolf: a successful 18-hole Championship Course.
Apparently the key to success in the world of SimGolf is for the course to “look hard and play easy." In other words, the players should feel challenged by the various hazards and contours on each hole, but still be able to conquer the course in some kind of respectable score.
Pros love to know where the ball is going to stop, but for fans, it’s far more fun to see the ball roll on the ground, since it adds an element of unpredictability to proceedings, and corrals players into using imagination and creativity to make sure the ball reaches its intended destination.
Created by Firaxis and Maxis, along with the eponymous Meier, the game loosely inhabits the same universe as "The Sims" and "Sim City," and it bears some of the same hallmarks. The inhabitants speak a gibberish language (translated into English in the captions), and the whole game is infused with a quirky sense of humor.
You can adjust your TaylorMade Sim Max driver through the hosel adapter fitted on the club hosel , using the TaylorMade torque wrench. You can adjust the loft by increasing or decreasing the angle by 0.5°-0.75°.
The TaylorMade SIM Max driver adjustment is made through its hosel adapter with a TaylorMade torque wrench. Each of the dozen adjustment positions increases or decreases the loft by 0.5°-0.75°, lie angle by 0.5°-0.75°, and face angle by 1° to 2° from the previous setting.
The adjustments below are also applicable to the TaylorMade SIM Max drivers with 9° and 12° lofts. These drivers have the same standard 56° lie angle as the 10.5° loft driver.
This adjustment is referred to as four-degree loft sleeve adjustment and changes the loft, lie angle, and face angle of the TaylorMade SIM Max driver by either increasing or decreasing them.
Turn the wrench once again by the same number of turns in the clockwise direction or to the right. You can stop the turning when you hear a click sound. This sound also offers assurance that the clubhead is seated firmly in position.
Loosen the clubhead by some anti-clockwise turns of the wrench or turning it leftwards. Take off the clubhead from the club hosel. Line the arrow marking on the clubhead with the LOWER marking indicated on the club hosel. Decreases the loft by 2° and increases the lie angle by 2° to 58° with a 4° open clubface.
Align the arrow mark with the LOWER or HIGHER marking on the hosel. This increases the loft to 58°. However, the LOWER marking opens the clubface by 4° while the HIGHER marking closes the clubface by 4°.
Apparently the key to success in the world of SimGolf is for the course to “look hard and play easy." In other words, the players should feel challenged by the various hazards and contours on each hole, but still be able to conquer the course in some kind of respectable score.
Pros love to know where the ball is going to stop, but for fans, it’s far more fun to see the ball roll on the ground, since it adds an element of unpredictability to proceedings, and corrals players into using imagination and creativity to make sure the ball reaches its intended destination.
Created by Firaxis and Maxis, along with the eponymous Meier, the game loosely inhabits the same universe as "The Sims" and "Sim City," and it bears some of the same hallmarks. The inhabitants speak a gibberish language (translated into English in the captions), and the whole game is infused with a quirky sense of humor.