Five courses. Thirty holes. Four clubs, and half of them fly.
— · Hole 1 / 6
Par
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Strokes
0
Total
0
To par
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To cup
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Pick a club
Driver
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Hole 1 of 6
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Power 0%
Par
Play fullscreen for the full course view
This one needs WebGL.
Your browser could not start a 3D context. The flat version next door
plays fine without one — Pocket Links.
How to play
Mini golf, three dimensions, four clubs. Ninety seconds of reading.
Aim, load, swing. Three separate things, in that order. Drag anywhere on
the course to turn: sideways swings the aim and the camera with it, all the way
round, and up and down raises and drops the camera so you can look along the
shot or down onto it. Nothing you do out there plays a stroke. Then set the
power on the meter at the bottom — drag it, or nudge it with
↑↓ — and the ring round the ball fills as it winds on,
turning red when there is nothing left to give. Swing plays the shot,
and so does space. The ‹ and › buttons beside it nudge
the aim a hair, for the putts that need it.
Pick a club. Click the bag in the bottom corner: the clubs come out,
line up and turn slowly so you can look at them, and the one under your pointer
is explained above. Click a head to take it, or swipe across the bag to step
to the next one without opening it. The heads are set at their real lofts, so
the wedge lying right back is the one that goes up. Keys 1–4
take a club directly, C steps to the next one, and B opens
the bag. The putter rolls flat and stops where you tell it, the
driver is the reach club, the chipper hops a rail and keeps
running, and the wedge goes up and over water and sand. Each one has its
own ceiling on power, so a full swing means something different in every hand.
Read the hole first.V lifts the camera above the whole hole;
scroll or pinch to zoom. The dotted lines in front of the ball are where the shot
is headed — real physics, not a guess, so they tell you the truth about rails and
ramps. There are three of them rather than one: a lane of a bit less power, a bit
more, and what is loaded right now, because touch is too coarse to load an exact
number and the game should not pretend otherwise. Aim the lane at a rail and it
carries on through the bounce, fainter, on the way it comes off.
Read the flag. The pin stands in the cup, and it is the only
thing on the course telling you what the wind is doing: the flag
streams away downwind, snaps in a gust, and hangs limp when the air
goes still. The wind does not push the ball — a hole plays the same
in a squall as it does at noon — but every hole has a sky of its own,
and it is the same sky every time you come back to it. W
changes it if you would rather see the hole in something else.
Mind the water. A splash or a fall off the edge costs one stroke and you
play again from where you hit. Sand is heavy going, boards are quick, and a
tilted green breaks the ball downhill the whole way.
←→ aim · ↑↓ power · space swing ·
shift fine control · V overview ·
F fullscreen · R restart hole · M sound
Pick a course
Six holes each. Records are kept per course.
Scorecard
Controls
Drag the course to aim, set the power on the meter, then hit Swing. Nothing you do on the course plays a shot by itself.←→ aim · ↑↓ power · 1–4 club
· space swing (shift for fine control)V overview · F fullscreen · R restart hole · W weather · M sound · scroll to zoomDrag sideways to turn, up and down to raise and drop the camera. Pinch to zoom, swipe the bag to switch clubs. Turn your phone sideways for a bigger course.
What the course is made of
Green — normal goingBunker — heavy goingBoards — fast, and they rampWater — one stroke penaltySliding gateSpinning blade