Glossary (Mario Golf: Advance Tour)

The Glossary is a list of golf-related terms that is in the Game Boy Advance game Mario Golf: Advance Tour. It can be accessed via the main menu. Once the player selects a term, Helen will give a definition or description. The glossary is placed in numerical and alphabetical order, from 1 to Z.

1

 * 1W- Abbreviation of driver.
 * 3W- Abbreviation of 3-wood.
 * 4W- Abbreviation of 4-wood.
 * 5W- You don't have one in this game, but this is an abbreviation of a 5-wood, often called a "cleek."

A

 * Address- Taking a stance and preparing to hit the ball. In a hazard, your club may not touch the ground.
 * Against- Refers to hitting a ball into the wind. The ball won't go as far, so use a more powerful club or hit the ball low.
 * Air Ball- A ball with a trajectory much higher than the golfer intended. Usually results in a short shot.
 * Albatross- A score of three strokes under par on a hole. An albatross is tougher to get than a hole in one.
 * Alternate- A game in which two players one a team take turns hitting the same ball.
 * Approach- A short-distance shot to the pin, usually 60 yards or less. 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, abbreviated to AW, has good loft and falls between the PW and SW for distance. Requires an accurate sense of distance and direction.
 * Apron- Refers to the green's edge.
 * Average- The Average number of a set in statistics. Average scores and other shot data are saved under Story Status.
 * Average Drive- A golfer's average distance off the tee box.
 * Average Putts- The average number of putts a golfer takes on a hole.
 * Average Score- The average of all your scores in 18-hole rounds.
 * AW- Abbreviation of approach wedge.

B

 * Back Tee- A tee box from which golfers hit the first shot of a hole. Farther from the hole than the closer tee box.
 * Backspin- A front-to-back spin on the ball that causes it to rise and float in the air. Makes the ball bite on impact.
 * Backswing- During the swing, the backward movement of the club from rest to the set position. A smooth backswing halting at the set position is important.
 * Baffy- Another name for the 4-wood.
 * Ball- The round, white thing you hit with a club.
 * Ball Mark- The dent or hole your ball makes when it hits the green. You should always repair your ball marks.
 * Bare Ground- A spot where the grass is thin and dirt is visible. Missing on bare ground can have terrible repercussions, so watch your timing!
 * Baseball Grip- A method of gripping the club using all ten fingers on the grip with no overlapping.
 * Beach Bunker- A bunker that neighbors a water hazard.
 * Bent Grass- A fine, smooth grass used on some greens. Bent greens are much more difficult to read.
 * Best Drive- The longest tee shot you've ever had.
 * Best Gross- This is the best true total score, not including a handicap. It's a true measure of a golfer's skill.
 * Best Position- The best, most strategic spot to aim for on a golf hole. Hit best positions consistently and you will score well.
 * Best Score- The lowest number of strokes you've ever taken to play a full round.
 * Bet- A wager on score, holes won, etc.
 * Birdie- A term for holing out in one stroke less than par.
 * Bite- The act of the ball stopping quickly as a result of backspin.
 * Blind- A state where the pin or green can't be seen from the tee due to a dogleg or shadows.
 * Blowup Hole- Any hole where you miss several shots, making a decent score for that hole an impossibility.
 * Bogey- A score of one stroke over par on a single hole.
 * Break- To score under par for a hole or a round. Usually a result of playing good, aggressive golf.
 * Break Ratio- The percentage of holes on which a golfer breaks par.
 * Bump and Run- A low, short chip shot which stresses the roll after landing.
 * Bunker- A hazard made of sand, also known as a trap. There are various types of bunker, and you should try hard to avoid them all.

C

 * Caddie- A caddie helps a player by carrying clubs and offering shot advice and other assistance
 * Caddie Master- Caddie masters oversee caddies, deal with foursome or group formation, and set start times.
 * Carry- The distance the ball travels from the time it's hit until it first touches the ground.
 * Cavity Back- A type of iron with a hollow backside and thicker edges, which give it a larger sweet spot. These clubs take away a little distance, but they also reduce the number of missed shots.
 * Champion Tees- The longest and most difficult tee box on a hole. Also referred to as black tees.
 * Chili Dip- When a short chip or pitch shot is hit fat, causing the ball to go much shorter than intended.
 * Chip- An approach shot where the ball is hit high, lands on the green, and rolls slowly toward the cup.
 * Chip In- To sink the ball in the cup from a short distance off the green. Usually done with a club other than a putter.
 * Cleek- You don't have one in this game, but it's roughly equivalent to a 1-iron or a 5-wood.
 * Club- The stick used to hit the ball. ...Obviously.
 * Club Champion- The winner of a club championship. Also referred to as "club champ" for short.
 * Club Championship- A championship tournament sponsored by a country club.
 * Club Face- The grooved part on the front of a club head that directly impacts the ball.
 * Club Number- The number listed on the bottom of a golf club. Generally corresponds to the loft of a club.
 * Club Set- The clubs carried in the caddie bag during play. Rules permit up to 14 clubs per set.
 * Clubhouse- A country club's main building, where the lounge and locker rooms are located.
 * Collar- A green's edge.
 * Competition Golf- Competing against other golfers in competitions such as tournaments.
 * Concede- When a player recognizes that his or her opponent will hole out the next shot and gives up. Don't forget to add one stroke for conceded shots.
 * Course- The venue where golf is played. Normally, even par is 72. A course generally has 18 holes, a front nine and a back nine.
 * Course Layout- The shape of a course, including the locations of cups, greens, and hazards. Use it to plan a strategy or manage your plan of attack.
 * Course Management- Using strategy to make the wisest, 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 may find a par 73 course to be tougher than a par 71.
 * Creek- A water hazard that flows through a course or hole. Landing in one will cost you a penalty stroke.
 * 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 from afar.