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FUN AND FUNDAMENTALS OF LEARNING TO PLAY GOLF

By Stacy Tillilie

AAA World Magazine March/April 2000

 

WHACK! It's a grounder. A worm burner. A 1.62-ounce plastic cannonball leveling everything in its path that lives grass high.  After mowing down the driving range about 20 yards, the ball tires and stalls. The flagstick is so far away it looks like a toothpick in green icing. But, hey, I hit the ball--hard---and that's more than my tee ball coach ever witnessed.

"You've got a decent swing for having never swung a club before," says America's Favorite Golf Schools pro Don Cannato, who has been teaching golf for 10 years and playing the game since age 8. "One of the biggest challenges is learning how to gain confidence behind the dub."

He inconspicuously moves on to record the other students--two men, probably in their late 30s, who took up the game last year. Everything being relative, these guys swing like Tiger Woods next to me. And they thank me for that.

Just a few hours later--after analyzing our videotaped swings, warming up and learning the fundamentals--I'm teeing off on the front nine with some practice, little confidence and a borrowed bag of my brother-in-law's dusty clubs to boot.

Getting in gear

Playing good golf is four parts skill, two parts luck and two parts excellent equipment. To help improve their game, golfers spend more than $2 billion on golf clubs alone and an estimated $5 billion on equipment and related merchandise annually, according to Golf Consumer Spending in the U.S. Most golfers agree that it pays to update gear every few years, as high-tech advances bring better tools to the trade.

Two-piece golf balls, which have a core and a cover, are smart buys since they're less expensive, wear better and travel farther than one- or three-piece balls. Also, if your swing isn't very fast, complement it with a lower compression ball. Balls are rated by compression, low to high, either 80 (soft), 90 (medium) or 100 (high).

If you don't foresee yourself becoming a serious player, a starter set of clubs will do. Starter sets typically have seven clubs: five irons, including a Number 3, 5, 7 and 9; two woods, a Number 1 (the driver) and a 3; and a putter. As a general rule, the lower the number on the dub, the farther it should carry the ball.

When buying a golf bag, don't skimp; choose one with a strong strap. Along with your dubs, balls and tees, you might want to stash a sweater, towels, sunscreen, rainwear, water, a rules book, a first-aid kit and maybe even a snakebite kit if you've got some Indiana Jones in you.

Dressing for the nines

It was Gary Player, one of golf's first millionaires, who said, "In addition to having proper dubs and balls, I feel that to play his best golf, a golfer must feel well-dressed." While traditional golf apparel--with its flame-retardant fabrics, plaid-and-paisley patterns and dashing, crass col-ors--was one whopping fashion faux pas, today's golf garb is much more stylish. Bright colors still predominate, harking back to the game's origin in Scotland, but today's dress is fairly contemporary conservative, like any casual-Friday attire. So, the prospects of golfing knickers coming back soon are highly unlikely. Although golf shoes and gloves can be considered equipment, fashion is also a factor here. The general rule for shoes is that the less they 10ok like bowling footwear, the better. For gloves, one is standard.

Learning new manners

Although looking the part in golf is important, acting the part is crucial. True, the Rules of Golf are somewhat complicated, but basic golf etiquette is straightforward enough for any beginner to master. When you know what to do and how to behave on the course, you'll feel more comfortable and be able to enjoy playing the game.

For golf icon Arnold Palmer, golf etiquette means being considerate of other players, taking care of the course, playing quickly and controlling a temper. Palmer and many other golfers believe that this code. of conduct is a big part of what makes golf the greatest game of all.

Following is an abbreviated list of the rules of conduct recommended by Palmer and the United States Golf Association (USGA).

On the teeing ground:

· Always be on time and prepared to play.

· Be aware of your safety and the safety of others.

· Stand on the same side of the ball when watching someone hit.

· Stay silent and still while others are teeing off.

· Avoid making divots with practice swings on the teeing ground.

About the pace of play:

· Plan your shot while walking to your ball or while others are playing.

· Walk directly to your ball; don't follow others to theirs unless assisting in a search.

· If riding, take several clubs with you to your ball so you won't have m walk back to the cart.

· Take only one practice swing.

· Record scores on the next teeing ground while others are playing or after you have played your tee shot.

· If a match fails to keep its place on the course and loses more than one clear hole on the players in front,       invite the match following to play through.

About course condition:

·  Replace your divots, or fill divots with soil/seed mixture, if available.

·  Smooth footprints and irregularities in the sand after playing from bunkers.

·  Repair damage to the putting green caused by golf shoe spikes and ball marks.

           · Take care with flagsticks when removing and replacing them in the hole and

· Mark the place of your ball with a small coin or similar object.

· Remove golf balls from the hole with your hand, not the head of your putter.

Integrity:

           · Always obey the rules of the road.

· Keep the cart at least 30 yards away from a green or bunker and park in the direction of the next hole.

           · Play the course as you find it.

· Play the ball as it lies. When that isn't possible, do what is fair.

· Be responsible for applying the Rules of Golf.

· Treat others with respect.

About manners and behavior:

· Leave the course in better condition than the way in which you found it.

· Use the practice tee-prior to the round. No mulligans (second chance shots).

· Keep emotions under control.

· Don't take non-golfing children or pets on a golf outing.

 

To acquaint yourself with the Rules of Golf, which are determined by The Royal and Ancient Golf Club of St. Andrews (R&A) and the USGA, consult the Official USGA Rules of Golf and its companion piece, Decisions of the Rules of Golf.

 

GOLF SPEAK (N to Z)

Nineteenth hole: slang term for the clubhouse.

Open: a tournament in which both amateurs and professionals may compete.

Par: the number of strokes a competent player is expected to play on a hole.

Pin sheet: map showing the location of holes.

Putter: a straight-faced club used on the putting green.

Quail high: a term used to describe a ball hit Iow.

Rabbit: a novice golfer.

Short game: chipping and putting.

Slice: a shot curving from left to right.

Tiger: an expert golfer.

Wedge: a type of short iron with a lofted clubhead.

Whiff: missing the ball completely.

X'd out ball: an imperfect ball sold for less.

Yips: nervousness before a shot, usually referring to twitching hands.

Zen goIf: a meditative approach to golf.

 
 

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