Sports
Golf
18 holes · par 72
Hole 1/9Par 2Strokes 0Total even par
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3D mini golf in your browser
Putt your way around 36 holes of mini golf on four 3D courses, with ramps, ledges, ponds, bunkers, windmills, and sliding blocks between you and the cup. Pull back from the ball to aim and set your power, chase par on every hole, and play free in your browser.
Each hole starts with the ball on the tee and the flag in view. Press on the ball, pull back, and let go: the ball rolls the opposite way from your pull, and the further you pull, the harder you hit it, up to full power. A faint ring round the resting ball shows where a press starts a shot, and the aim guide shows the direction and power while you pull.
The Power reading above the course tells you how hard the next shot is. A pull that is too short does nothing, and Escape drops a pull you have changed your mind about. Wait for the ball to stop before the next stroke.
The hole is over when the ball drops into the cup. A ball that is still rolling fast can run straight over the cup, so the last putt should arrive gently. After each hole, Next hole takes you on through the course's nine holes.
The camera looks at the cup from behind the ball, and after every shot it turns to face the cup again from where the ball came to rest.
Drag anywhere away from the ball to turn the view round it, and drag up or down to move between a low, golfer's-eye view and a view from above. Scroll or pinch to zoom. On a computer, click the course first; until then a scroll over it moves the page as usual.
Tab to the course to play with the keyboard: an arrow then shows the aim, and every shot can be played without a mouse.
Every hole has a par: the number of strokes it should take. Your score on a hole is the strokes you took, and your round is the total against the par of the holes you have played. The Total beside the hole number shows it as you go, such as E for even par, +2, or −1.
Each hole ends after par plus three strokes. If that stroke does not drop, the ball is picked up, the hole counts par + 3, and it reads Max strokes.
A ball that goes into the water costs one penalty stroke on top of the shot, the usual mini golf rule, and the penalty counts toward the par + 3 limit like any stroke.
Choose a course with the Course switch in the game's top bar; on a phone it is in the game menu (☰). The courses run from easy to hard in the order below, and Next course at the end of a round takes you on to the next one. Each course keeps its own round in progress, so you can switch and come back to the hole you left.
Lakeside adds two hazards. Sand is pale and grainy and drags the ball about five times as hard as the green, so a putt that would roll five cells on the green stops after one in the sand. You play out of it like anywhere else, with a firmer stroke.
Water is blue and sits a little below the green, with no rail between them. As soon as the middle of the ball rolls or lands in it, the shot ends with a splash: the ball comes back to where that shot was played from, and the hole costs one penalty stroke on top of the shot. A note over the course says so: In the water · +1 stroke.
Windmill Park adds obstacles that move on their own. A windmill stands over a tunnel through a wall of blocks, and its four sails turn in front of the tunnel's mouth. When a sail is down across the mouth, the ball bounces back off it; when the ball arrives between two sails, it rolls on through the tunnel.
A sliding block runs back and forth along a straight track, slowing as it turns round at each end. The ball bounces off it, and a block that runs into the ball pushes it along the track ahead of it. Every windmill and block keeps a steady rhythm of its own, three to five seconds a turn or a trip, so the same timing works every time round.
Most holes reward a plan more than power. Look at the whole hole first, then pick the shot that leaves the easiest next putt.
Free · Instant play · No sign-up
Pick a course and play nine holes of mini golf. Pull back from the ball to putt, and chase par.
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18 holes · par 72
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