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A WACKY WORLD OF GOLF
by Michael Savicki

Links Corner Course Database ID Number - 641
Release Date CRZ Filesize Par Course Length
2001-11-06  10,778,735  bytes 72  7351 yards
Type Style CRZ Filename
IMAGINARY  UNCLASSIFIED  Awackyworldofgolf.crz 
Course ID Course Key
a0284325d2e311d5a1ed525405fe324e  f3232b47e44837a9ee44bd4a2bbf76e2 

COURSE SCREENSHOTS

LINKS CORNER REVIEW

Reviewed by Dave Campbell

November 2001

Expectations: I had played a beta version of this course so I knew what I was getting into when I was assigned the review. I also reviewed Space Adventure and know that Mike pushes the APCD to the outer limits. I'm looking for a fun, fantasy round of golf.

First Impressions: Wacky World is Michael's last of five releases to the Links Corner and was posted in November 2001. His previous releases in order are; Damaze Falls, Mukes Lexington, Damaze's - Jurassic and Space Adventure, which I also reviewed. This par 72 design covers 7,351 yards and offers only one tee to play from. The terrain is unlike any you've ever played and the design is as fantasy, imaginary as you can possibly get. Space Adventure was a groundbreaker when it came to imaginary layouts with all the custom objects, floating fairways, severe tee to fairway elevations and overall design. Wacky World is just as imaginary, full of objects and themed holes, outrageous hole design and shot path innovation, and complete with complimentary sounds this time. This is simply a one of a kind course design with nothing even close to compare it to. Mike's application and stretching of the limits of the APCD has no equal, and a case could be made that he is one of the best designers out there, just from the standpoint of imagination and creativity. I'm sure he knows some tricks that others haven't even thought of. Lets take a closer look, shall we?

Playability: If you ever wondered what a marriage between miniature golf and a real sized golf course would look like, then download Wacky World. Can anyone say 'Caddyshack 2'; I can just picture Randy Quaid trying to block your putt from going in on one of theses holes. That may be the only thing missing on this unbelievable course.

You'll tee off through a wall of dartboards to a green resembling the same. There is a windmill hole, a clown hole and you'll need to ricochet more than one drive or approach shot off a cement wall to angle toward the green. You tee off to a fairway on top of a castle to a green with a floating chessboard and hand. You need to try and make a basket on the 17th for a lie on the green, and make a couple of field goals on 16th to have a birdie chance. You have a cement green and a wicked par 3 floating green. A Ferris wheel, circus themed hole on the 2nd and 11th , and a most creative par 4 needing you to force your approach up a curved ramp. And tons of custom objects throughout. Mike has also recorded many custom sounds, many of which are his own voice recordings I'm sure. I know this is one thing I commented on in a negative way in Space Adventure and I must say it really works well in this course.

I can't really critique this course like I normally would, just can't be done. I will say you need to play this course a few times and make sure you choose unlimited mulligans. Once you know some of the tricks then you can actually score on this course. There are certain holes that you need to execute your shot or you can rack up big numbers. A prime example is the 433-yard par 4 7th hole. You need to drive through the mouth of one of the windmills and it is fairly tiny. It is perfect for my 2W ticked all the way down. Miss it and your ball may bounce into the tulips or deep rough, execute it and you'll have a 400+ yard drive and a chance at eagle (a 421-yard drive for me). The 249-yard par 3 12th is another make or break hole. If you miss this floating island green you'll have to undoubtedly rehit, or waste a shot to get into position to try and loft your third shot to the green. Could be a birdie if you stick the green, probably a double bogie or worse if you miss the green. I hit a 3W 2 up and just barely held the rough edge, almost dropped off to the ground below and a sure double bogie or worse. For me a 3W with normal CHS and 1up should do the trick, if you hit it straight. The 294-yard par 4 cup hole is another that can cause a big number. I chipped in from off the green to save my par but it takes some practice to flop that shot into the cup. I had to try it twice before I got it in the ring.

As in Space Adventure there are some radical tee to fairway, and fairway to green elevations. And we're talking HUGE elevations . the 233-yard par 3 8th has a 132 yard elevated tee. I teed off with my 5 iron on this 233-yard hole. The 13th cup hole has a 117-yard tee elevation too. On the dartboard and windmill holes if you hit your targets you'll get the benefit of a long roll down a tunnel and a monster driving distance.

One other thing to mention is the almost totally flat greens, I think I only saw one or two small breaks the whole round. This more than anything else was responsible for my low score. Just get it on the green anywhere and you have a chance to drain it. My 22 putts should say it all. I think this was a wise decision Michael as to even out some of the trick shots needed. It also adds to the miniature golf feel as well.

There is water and sand about but once you learn the layout all these hazards are pretty easy to avoid. The key is to play it many times and I bet you'll see that score drop each time.

Drawbacks: Considering how much Mike stretches the APCD from its original intent this course is relatively free of errors. There are some shots and putts where you will render behind a wall (happened on the ramp hole for me). In this case just use the top cam and aim with the marker. This also happened on the cup hole too, as I was in the green fringe and chipped in for par using only the top cam. I tried a reverse cam angle and was outside the cup on the other side . hehe. So I never did see my ball drop into the cup. This course presents a good argument for an adjustable camera, one you can place anywhere for the replays. You can roam the plot in the APCD, why not in the game?

One other thing to mention is the 7th windmill hole. I made it into the tunnel and dribbled out onto the green fringe. When I went to bring up the aiming marker it turned into a gigantic flag? I used this to try and aim and when I went to shoot it said I couldn't with the marker out of range. I thought I might have to quit the round but here's what I did to fix it. I rotated to the flag and it actually pointed me back up the tunnel I then aimed from the top cam, rotated again and was able to complete my shot (missed an eagle chip by inches). I'm sure this has something to do with the crazy tunnel Mike has constructed. This workaround should get you past this so just keep it in mind. Mike, I have screenshots of the huge flag if you're interested.

Best Hole: All are fun and very creative in their own way. I have chosen for my screenshot the drive to (and hopefully through) the windmill. If you hit the opening you'll have the longest drive of your Links career. Miss it and you'll be scrambling to make par. This isn't necessarily my favorite . like I said all are very good. There wasn't one hole that I had a problem with.

Test round stats: -7 85%FIR 55%GIR 22 putts. Yes, this was actually my score. I probably couldn't do it again if I tried. I hit all the crucial shots I needed, was putting flawlessly and had the advantage of playing this course many times before this round. I was actually -8 at one time but had a bogie coming in.

Comparable courses: Space Adventure by Michael Savicki (the only thing that's close)

Overall: A Wacky World Of Golf is a testament to the power of the APCD, and the creativity (albeit, a bit warped) of one Michael Savicki. This course is something to behold, and considering how he pushes the design program it is very clean and crisp. It is everything that Space Adventure has but with much more polish. I foresee this course being used in many an online round with some sort of matchplay MOP, where one bad hole won't hurt your overall score. Imagine the fun in seeing some of the crazy shots your buddies will hit, and the laughs you'll have as you make your way around this creation. If a few adult beverages are involved, so much the better. You may need to knock a few back just to understand a few of the holes . lol. Thanks Michael, I enjoyed my round and it was a pleasure to beta test. You are one talented, if not slightly off base, designer. As far as the score goes, give it whatever you want to. There's nothing to compare it to really. Just appreciate it for what it is, a one of a kind.

Course Info :

Splash Screen? Yes

Cameo Screen? Yes

Text file? Yes

Hole Previews? Yes

CLIPNOTES by Ben Bateson (ousgg)

Description
Imaginary, concept course.
Location
TBC
Conditions
TBC
Concept  9/10
Wacky World is an infamous Links fixture. The designer obviously wanted something original and different, and this course certainly delivers. Many holes are completely different to anything else: driving down tunnels becomes commonplace and the 4th features an excellent vertical bank shot up a half-pipe. Basically, it's Crazy Golf on a mammoth scale, and the windmill hole is perhaps the final giveaway. It's not to everyone's taste, and some holes are unclear in either objective or rendering, but this is a thoroughly unique experience that doesn't take itself too seriously, and scores accordingly.
Appearance  4/10
Sadly, some beauty has had to be sacrificed in the design of this course. While the concrete monoliths are impressive and rapidly become a landmark of the course, some holes (the odd 8th, particularly) are just downright ugly, and impossible to play without the hole preview. The panorama is taken from Mesa Roja and suits the 'middle-of-the-desert' feel to the course.
Playability  7/10
As a fan of this sort of course, I enjoyed myself hugely the first time round, and the course is surprisingly replayable: once you get the hang of some of the trick shots, it's good fun to impress friends with them. The round is marred on more than one occasion by a rendering behind a wall (I suppose this is almost an inevitability with the degree of surreality in this course), a reliance on bunker shots, and the frustration when a pinpoint shot doesn't come off (although the course is actually more forgiving than most in this last respect).
Challenge  5/10
This course presents an adequate challenge first time round, when you're still finding your way, but becomes frankly too easy on subsequent rounds. The reason for this is simple: flat greens. I can quite understand that Michael Savicki wanted putting to be easy after a difficult slog to the green, but there is no joy whatsoever in sinking a 50-foot (or even 20-foot) putt on a green that's flat as a pancake. I am not a good putter, but was shooting 7 or 8-under on the strength of putting alone and that does not count as a challenge in my book.
Technical  7/10
Mr Savicki has taken the APCD to new heights with this course and the power of his somewhat warped imagination. Producing a stone drainpipe from scratch is alone a feat of ensuring his name lives on. It's a shame more custom textures weren't used, but the multitude of 'just for fun' custom objects littering the course is reasonably impressive. I'm going to dock further marks for the low resolution of some of the objects.
Overall A credible attempt at creating something really different. Lacking a little in visual impact, but a fun and impressive round of golf nevertheless. 32/50
Please remember that Clipnote reviews are the opinion of one person and do not constitute an 'Official' Links Corner review of the course.

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