Mini Golf

Look down on the course, pick your line and your power, and roll the ball into the cup. Play nine or eighteen holes with slopes, sand, water and a windmill – on your own, against the CPU or with family and friends.

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CPU players
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Course

Rules

Aiming guide

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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. Added the English version.
  3. First published.

How to play mini golf

Mini golf – also called minigolf or miniature golf – is golf with only the putter. Each hole is a short, walled lane with a starting spot and a cup, and your job is to roll the ball into the cup in as few strokes as possible. Add up your strokes for every hole; the lowest total wins. This version shows each hole from directly above, so you can see every wall, slope and hazard before you putt. There are eighteen original holes, a new hole of the day every day, and you can play alone, against up to three CPU golfers or with two to four people sharing one phone, tablet or computer.

Reading the hole

A mini golf hole seen from above. The tee where you start is near the bottom and the cup with its flag is near the top. Wooden walls surround the lane and the ball bounces off them. A dotted line crosses the lane a little way past the tee.
Start from the tee and play toward the cup with the flag.

Every hole has a tee, where your first putt is taken, and a cup marked by a small flag. Wooden rails run all the way around the lane. The ball can never leave the course; it simply bounces back, which means a wall is often the quickest way around a corner. Each hole also has a par – the number of strokes a good player would expect to need – shown in the bar above the course.

How to putt: pull back and release

How to putt. Press near the ball and drag away from where you want it to go. A white dotted line shows the direction of the putt and where it will bounce off the wall. The longer the pull, the harder the putt. Let go to hit the ball.
Pull back away from your target and let go. The length of the pull is the power.

Press anywhere on the course with your finger or mouse, then drag in the opposite direction to where you want the ball to go – like drawing back a slingshot – and let go. The farther you pull, the harder you hit. Changed your mind? Slide back to the point where you started and release; nothing happens. A single tap or click without dragging just turns your aim toward that spot, which is handy for lining up a long putt.

If you prefer precise control, use the ‹ and › buttons (or the left and right arrow keys) to nudge your line, set the power with the slider, and press Putt. With the aiming guide on Full, a white dotted line shows your direction and how the ball will bounce off the first wall it meets. The length of the line is roughly how far the ball would roll on flat ground. Slopes and sand change that, so treat the guide as a helper rather than a promise.

Getting the ball to drop

Three putts at the same cup. With the right pace the ball drops in. A putt that is too fast skips over the cup and keeps going. A putt that is too soft stops short and never reaches the hole.
Too fast and it jumps the cup, too soft and it never gets there.

Rolling over the cup is not enough. A ball that arrives gently falls in, but a ball that is travelling too quickly clips the far edge and hops straight over. The best pace is one that would carry the ball a little past the hole if it missed. Hitting the center of the cup also helps: a putt that catches the middle can be a bit firmer and still drop, while one that only catches the edge needs to be dying.

Slopes, sand and water

Course features. Slopes carry chevron marks that point downhill; a soft putt up a slope rolls back. A ball that runs into sand stops almost at once. A ball that goes into the pond is replayed from where it was hit.
Check the slope arrows, the sand and the water before you putt.

Slopes are shown with chevrons that point downhill. Putt up a slope too gently and the ball stalls and rolls back toward you. A ball crossing a slope sideways drifts toward the low side, so aim a little higher than the cup. Sand grabs the ball and stops it almost immediately – either hit hard enough to get through or go around it. If the ball ends up in the water, you play again from the spot you putted from. Under tournament rules the water also costs you a penalty stroke.

Windmills, sliding gates and tunnels

Moving obstacles. The windmill blades turn around a center point and knock back any ball they hit. The sliding gate moves left and right and closes the gap in the wall. A ball that rolls into a tunnel entrance comes out of the exit shown by the arrow.
Watch moving obstacles for a moment and go when the gap opens.

No mini golf course is complete without a windmill. On holes with turning blades or a sliding gate, timing matters as much as aim: hit a blade or the gate and the ball bounces back. Putt just after a blade has passed or as the gate moves clear of the gap. If your ball comes to rest right in the path of a moving obstacle, it is nudged a short way out of the way automatically. On tunnel holes, roll the ball into the entrance and it reappears from the exit marked by the arrow.

Keeping score

A scorecard showing par and your score for five holes. A 1 is a hole in one. A hole not finished in six strokes is written down as seven. One over par is a bogey. The player with the lowest total wins.
Add up your strokes – lowest total wins. The most you can score on one hole is 7.

Every putt counts as one stroke, plus any water penalty. If the ball still isn’t in after six strokes, you are given seven for the hole and move on – a rule taken from competition minigolf that keeps the game flowing. One stroke under par is a birdie, level with par is a par, one over is a bogey, and holing out with your first putt is, of course, a hole in one. After each hole the scorecard pops up so everyone can compare; press Scores during play to check it at any time.

Mini golf rules: Casual or Tournament

SituationCasualTournament rules
Ball in the waterReplay from where you hit, no penaltyReplay from where you hit, plus one stroke
Dotted line in front of the teeNot usedIf the ball stops before the line, putt again from the tee (the stroke counts)
Maximum on a holeNot in after 6? Score 7Not in after 6? Score 7

New players should start with Casual. Tournament rules follow the style of organized minigolf, where a timid first putt or a trip into the pond quickly adds strokes. Both use the seven-stroke maximum, so nobody gets stuck on one hole.

Courses and game modes

CourseWhat to expect
Front 9Starts with a straight hole, then introduces a dogleg, posts, a slope, sand, water, a windmill, a tunnel and a hilltop cup – one idea at a time
Back 9Harder holes: zigzag walls, a valley, a sliding gate, an island green and a long final hole
18 holesThe front nine and back nine in one round
Hole of the dayOne hole that changes every day – come back and try to beat your score

Choose Solo to chase your personal best, vs CPU to play against one to three computer golfers, or Pass & play to share one device among two to four people, taking turns hole by hole. Your best score for each course is saved on this device.

CPU levels

LevelHow it plays
EasyOften misses its line and tends to hit too hard. Rarely thinks about slopes or banks. A friendly opponent while you learn the controls
NormalSometimes plays a clever bank shot, but still guesses the pace and misses. A fair match once you have a feel for the power
HardReads slopes and times the windmill and gate. Still misjudges a putt now and then. A test for players who score around par

Mini golf tips and tricks

1. Pace first: just past the cup

Most missed putts are a pace problem, not a line problem. Aim for a speed that would take the ball a little beyond the hole. A putt that stops short has no chance at all.

2. On long holes, lag it close

When the cup is around a corner or behind a wall, don’t force a heroic one-putt. Leave the ball somewhere with a clear, straight look at the hole and take the easy second putt. Two sure strokes beat four risky ones.

3. Make the walls work for you

The ball comes off a rail at roughly the same angle it went in. Use the guide line to see the rebound and play bank shots around corners – on many holes that is the shortest route.

4. Read the slope arrows

Chevrons point downhill. Be firm going up, gentle coming down, and when you putt across a slope, start the ball on the high side and let it curl toward the cup.

5. Watch moving obstacles once

Windmill blades and gates always move at the same speed. Let one full cycle go by, pick the moment the gap opens, and putt with that rhythm in mind.

6. Take the safe route around hazards

Water sends you back and sand stops you dead. A slightly longer path that stays dry usually costs fewer strokes than a daring shortcut that ends up wet.

Mini golf FAQ

Can I play on my phone?

Yes. The course is laid out in portrait, so you can hold your phone upright and putt with one finger. The buttons and slider under the course give you finer control if you need it.

What if I just can’t get the ball in?

After six strokes the hole ends and you are given seven. You never get stuck on the same hole.

The ball takes ages to stop – can I speed it up?

While the ball is rolling, a Fast-forward button appears where the Putt button was. On a keyboard, press F.

Can I stop and finish my round later?

Yes. The game saves before every putt. Open it again on the same device and browser and press Continue to pick up on the same hole with the ball where you left it.

How is this different from real mini golf?

The course is flat and viewed from above, so there are no ramps or jumps, and the ball can’t leave the lane. A ball that stops in the path of a windmill or gate is moved slightly aside – competition rules also let players move a ball a short distance away from an obstacle by hand.

A short history of mini golf

Putting-only golf has a long history. A course built purely for putting on the rolling turf at St Andrews in Scotland is often dated to 1867. Courses with obstacles, closer to what we know today, appeared in Britain and the United States in the early twentieth century, and by around 1930 miniature golf was a craze across America, with thousands of courses on rooftops and vacant lots. In the 1950s standardized lanes were designed in Switzerland, and organized minigolf competitions spread through Europe. Today it is a favorite at seaside resorts, parks and family fun centers around the world – and in Japan, where a version played on small outdoor courses is known as パターゴルフ (putter golf).