How to play Mini Golf

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Draft — not published. This guide and the game it describes are both behind the owner gate while the game is in review. The name is the plain generic one on purpose: mini golf is what the sign on the side of the road says and it belongs to nobody, while the famous branded name for the same thing is somebody else’s registered trademark. It is not used here, it is not used in the game, and it should not start being used in either.

Eighteen holes, seen from directly above. Press anywhere on the course, drag away from where you want the ball to go, and let go — the ball fires the opposite way to your pull, as hard as the pull was long. Then it is out of your hands: it rolls, it slows, it bounces off the rails, and it either drops or it does not.

The shot

The drag starts anywhere. You do not have to press on the ball, and you should not try to — on a phone the ball is about the width of a fingertip and your finger would be sitting on the one thing you are trying to look at. Press anywhere on the felt and pull; the game measures the pull from wherever you started it.

Three things appear while you are pulling, and they are all the same shot said three ways: a dotted line from the ball showing where it is going and what it hits first, plus a fainter continuation showing where it goes after that bounce; a band drawn back out of the ball, whose length is the power and which turns from gold to hot orange when you are near full; and a ring round the ball that fills as the power does. Let go to hit. Pull back to almost nothing and let go and the shot is cancelled.

The preview stops after one bounce, deliberately. Two would be a solver, and reading the second bank yourself is most of what this game is.

Controls

What is on a hole

Every hole is built out of the same five things, so once you have read one you can read all eighteen.

The front nine

Par 56 for the round, 27 out and 29 back. Each nine is in its order on purpose: something to learn the pull on, then one new idea at a time, then a finish that wants all of them.

The back nine

Par 29, and the same nine ideas with the safety off — plus three the front does not have at all: a wall that is not square to the frame, a cup with water the whole way round it, and a slope that runs up the hole instead of across it. Each of the three gets its own hole to itself before it is ever used with anything else, and by the eighteenth all three are on the same one.

The two modes

Solo

Eighteen holes against the card. The top of the screen keeps the hole you are on, the strokes on it, and your running total against par — and that total counts par for the holes you have actually played, so a bad start reads as a bad start rather than as a catastrophe.

Finish the round and the best total is kept on your device. Only a better round replaces it.

Pass & play

Two people, one device, and both of you play every hole. One plays it out, the phone changes hands, the other plays the same hole, and then you both move on. Thirty-six legs, and the lower total after eighteen wins.

Who plays a hole first alternates hole by hole, and that is not a detail. Going second on a hole nobody has seen is a real advantage — you get to watch a line before you play it — so handing it to the same player eighteen times running would be a thumb on the scale for the whole round.

A sheet comes up between legs saying whose turn it is and how the last one went, so nobody arrives mid-animation on somebody else’s ball.

The card

The scorecard is on the button in the top bar at any point in a round, and it comes up by itself when the eighteenth hole is done. It is laid out the way a real card is: a nine at a time, out then in, each with its own subtotal, and the round’s total on the line underneath. Nine holes across, par along the top and your strokes below it — a hole under par is bright gold and carries a rule under the number, a hole over par is coral, so a round reads at a glance instead of needing adding up.

A hole nobody can finish is picked up at eight. It is high enough that you will not reach it by accident on a par 2, and it exists so that a ball wedged in a corner cannot hold up the game — which in two players is somebody else’s evening as well as your own.

Tips

Leave it short rather than long

The cup only takes a ball that arrives slowly enough to drop; hit it hard through the middle and it rides the far lip and rolls on. A putt that stops two feet short is one tap from being down. A putt that runs eight feet past is a whole shot back the other way, and it is often in the sand.

Aim at the rail, not at the cup

On the doglegs the cup is behind a wall and there is nothing to be gained by pointing at it. Pick the point on the rail that sends the ball where you want and aim at that. The dotted line already shows you where the bounce goes — move the aim until the faint second segment is pointing somewhere useful.

Play the fall before it happens

A slope is pushing the ball the entire time it is on the band, so the correction is not a small one. Aim well off the cup, on the side the chevrons are pushing away from, and let the hole bring it back. Crossing the band faster means less time on it and less push — which is sometimes the answer and sometimes exactly how you end up in the pond behind it.

The water is worth one stroke, not two

Because a splash puts you back where you played from, the real cost of going in is the stroke plus the shot you wasted — and no more than that. So on hole 5 the greedy line past the pond, and on hole 11 the firm one into the ring, are not madness; they are coin flips you are allowed to price. What it is never worth is taking the greedy line when the safe one was also going to get you there.

In two players, the short holes are the ones that decide it

Nobody loses four shots on hole 8 or hole 15. But everybody drops one on them sooner or later, and one stroke over eighteen holes is usually the whole margin. The long holes feel like where the game is; the short ones are where it is.

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