Migration GOA


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Advanced guide

At the end of the hole, you can compare the number of shots taken by each player against the par. The difference gives each player's score. The lower the score the better, and even better if it is a negative score. Each number of shots below or above par has a traditional name. Look at the examples below to help make things clearer.

Example: if it takes a player 5 shots to finish a par 3 hole, his score will be +2, which corresponds to a double bogey.

Result Name Score
3 shots under par Albatros -3
2 shots under par Eagle -2
1 shot under par Birdie -1
Equal to the reference score Par 0
1 shot over par Bogey 1
2 shots over par Double Bogey 2
3 shots over par Triple Bogey 3
4 shots over par +4 4
Unfinished hole after the fourth shot over par Give-up 5

On the scorecard below, the average number of shots is 4+3+4+4+5+3+5+4+4=36 (par) from the first to the ninth hole. If the player takes 33 shots to finish these nine holes, his score is -3. If players are on an equal number of shots, the deciding factor is the number of Pang points they have earned.

The effects of Slopes, Hooks and Slices

A slope effect occurs when your ball lands on a slope leaning to the right or left, the result is that the trajectory of your shot will probably veer in the same direction. If you look at the ball, you will notice that the blue line indicating its position is inclined toward the right or left and you will see that the white bar is off centre on the Hit bar. This means you will have to correct the trajectory of the ball to compensate for the effect of the slope. Your ability to manoeuvre is reduced. If the slope is very steep, the margin between the Pangya shot and miss-hit is very slim and there is a big chance for you to hook or slice the ball.

Difference in height levels

During your approach, if the green is on a higher level than your ball, you should give it backspin. This will give it a higher trajectory, which will stop it bouncing on the slope and rolling backwards and away from the hole.

Common Effects

Spin effects can be given to the ball to change its trajectory or its behavior when it hits the ground.

Backspin effect and Topspin effect

Hitting the ball more to the top or bottom can be useful in various situations, depending on the relief of the course. All you have to do is left click in the right place on the ball before you swing.

Backspin Effect : This is obtained when you hit the ball low and will reduce the distance the ball rolls before it stops. Further, the ball will fly higher and further which can be helpful if the hole is very high or avoiding obstacles like trees. Backspin can also be achieved by pressing the Ctrl and down arrow (?), together before you swing.

Topspin Effect : This is obtained by hitting higher on the ball. This will increase the distance rolled after landing while shortening the distance of the balls flight. Its trajectory will also be lower. Topspin can also be achieved by pressing the Ctrl and the Up Arrow (?) together, before you swing.

Curve Effect : This is obtained by pressing the Ctrl and right or left (<- or ->) keys, which gives a curve to the flight. This can be very useful for negotiating obstacles. It is possible to combine the Curve effect with the backspin or topspin effects by clicking top right, top left, bottom left or bottom right of the ball.

Special Effects

It is possible to increase the spin of the ball to accentuate its effects, which can have a determining effect in some circumstances. For these effects to work, the power of your shot has to be more than 80% of the total power. These techniques cannot be used with putters.

The combinations of buttons described below should be attempted when the cursor on the PowerSpin gauge is between the 50% power limit and the impact point. Remember that the shot needs to use at least 80% of the total power.

PowerSpin Backspin : Backspin is enhanced and reduces the bounce when the ball lands. It can be obtained by setting backspin as usual, and then (when the cursor returns after setting your power between the 50% power limit and the impact point), hold the down arrow key. You will need to pull off a Pangya shot for the effect to work.

PowerSpin Topspin : As with backspin, topspin is accentuated, making the ball bounce forwards after it lands. Set topspin as normal and (when the cursor returns after setting your power for the shot between the 50% power limit and the impact point), hold the up arrow key. You need to pull off a Pangya shot for the effect to work.

PowerSpin Curve : This effect accentuates the Curve placed on the ball, thus enabling you to avoid wider obstacles. Unlike the normal Curve effect, it cannot be combined with another spin effect like Top or Back spin and the effect produced is a maximum right or left curve. To obtain this effect, first prepare the Curve as usual. Then when the cursor returns (after setting your power for the shot between the 50% power limit and the impact point), hold the right arrow or left arrow down (depending on which spin you selected). You need to pull off a Pangya shot for the effect to work.

Powershot

The Power Shot is the most common effect you will see in Pangya and increases the range of a shot by 10 yards (Will not work with putters). There are two ways to use a Power Shot. You will either need a red section of the Power Shot gauge to be filled in, in which case either click on the Power Shot Gauge or press your Alt key. The other way is to go to your item menu and use a Strength Boost potion. If, while using a Power Shot, you pull off a Pangya shot, you will receive a Super Pangya and double any Pangya points won for the shot.

Special Shots

There are several special shots that are only possible for a seasoned player. The best known are the Tomahawk and the Cobra shot; both are tricky but also spectacular. To pull off a special shot, you have to use a Power shot.

Tomahawk Shot

This shot sends the ball as far as a Power Shot but the ball does not roll when it lands, which means you can avoid the effects of the terrain like slopes. It owes its name to the Tomahawk missile, which shares the same trajectory. To pull off a Tomahawk, prepare your Power Shot, then launch your swing. When the cursor returns and reaches halfway on the power bar, press the up arrow (?) then the down arrow (?) before it reaches the impact zone. It is also possible to combine the Tomahawk and the Power Spin (in this order).

Cobra Shot

When there are high obstacles in the way, like branches, trees or walls, a Cobra shot can help you out. Your ball will fly close to the ground then pop-up at the end of its trajectory producing a shot that looks like the head of a Cobra. When playing into a strong wind, the Cobra Shot is a good way to limit any loss of accuracy. To pull off a Cobra shot, prepare your Power Shot, then swing. When the cursor returns and reaches the halfway mark of the power bar, press the right arrow (->) then up arrow (?) before it reaches the impact zone. Watch out, you can only produce a cobra by using Woods (W1, W2, W3). Sorry no irons or putters folks! It is possible to combine a Cobra with the Power Spin effect.

Spike Shot

This shot allows the ball to fly the 10 yards more that will make all the difference. To pull off a Spike shot, prepare your Power Shot, then swing. When the cursor returns and reaches the halfway mark of the power bar, press the right arrow (->) then down arrow (?) before it reaches the impact zone.

To produce special shots

To produce special shots, you do not have to hold down the arrow keys as you would normally have to do for a special effect, e.g. the Power Spins, instead you have to press 2 of them in succession. There are three different indicators, which will inform you of the status of the keys :

To perform super shots, you need to use two slots of the combo gauge. Just press Alt twice and then proceed with the normal combo.

Super Tomahawk

The Tomahawk, when combined with a super shot, becomes a Super Tomahawk which sends the ball 10 yards farther. To perform it, make sure you have 2 slots on the combo gauge, press ALT twice, then start your swing. The power meter needs to reach at least 80% before it goes back. When the cursor returns and reaches the halfway mark of the power bar, press the up arrow (?) then down arrow (?) before it reaches the impact zone.

Super Cobra

Just as the Super Tomahawk, the Super Cobra sends the ball 10 yards farther and sends it twice the height of a regular cobra at the end of the shot. You need two slots on the combo gauge to make one. Press ALT twice, then start your swing and watch the power meter. When the cursor returns and reaches the halfway mark of the power bar, press the right arrow (->) then up arrow (?) before it reaches the impact zone.

Super Spike

A Super Spike sends the ball 10 yards farther than the regular version. Press ALT twice to spend two slots of the combo gauge, then start your swing. When the cursor returns and reaches the halfway mark of the power bar, press the right arrow (->) then down arrow (?) before it reaches the impact zone.

It is worth noting that wind can be affected by changes in relief. When it blows between two clumps of trees or between two islands, the wind can change in direction and power. For example, in the image below, you can see the normal direction of the wind (blue arrows). The orange arrow represents the 'wind corridor' between the trees and the windmill. The trajectory of a ball flying through this zone will be greatly affected.