Mini Golf Guide: Power Control, Bank Shots and Beating Par
Mini golf works so well as a puzzle because every hole is a little machine. Walls bounce the ball back, sand slows it to a crawl, water swallows it, and the cup is never quite in a straight line from the tee. Our Mini Golf keeps that feeling in a phone-sized course: one putt at a time, a stroke limit to stay under, and a hidden trick shot on most holes for players who want a hole in one.
How to putt
Touch the screen and drag backward, away from where you want the ball to go. You don't need to start on the ball. The drag works from wherever your finger lands. As you pull:
- A thick arrow points in the shot direction and changes from green to red as power rises.
- A ring around the ball fills up, and a percentage shows the exact power.
- A dotted line previews where the ball will roll, including bounces off walls.
Release to putt. A very short drag doesn't count as a shot, so you can cancel by sliding your finger back close to where you started before letting go.
The bar at the top shows par for the hole, one golf ball icon for each stroke you're allowed, and three stars. Sink the ball within the stroke limit to win. When you're down to your final stroke, "LAST SHOT!" appears under the ball. If you use every stroke without sinking it, the hole ends with "Out of strokes!"
How the ball behaves
A few details explain most of what happens on the course:
- The cup pulls gently. A ball rolling near the hole gets drawn in a little, so you don't need a perfect line. But a ball that's going too fast skims right over the cup without dropping. On short putts, softer is better.
- Walls are bouncy. The ball comes off a wall at the mirrored angle, losing some speed each time.
- Sand is very slow. Rolling into a sand patch slows the ball sharply. A putt that would reach the cup on grass often dies in the middle of the sand.
- Water costs a stroke. If the ball rolls into water, you see "SPLASH!" and the ball goes back to where you hit it from. The stroke still counts.
- Red bumpers kick back. Bumpers bounce the ball away with extra speed, even if it only taps them.
- The windmill turns. Its four blades rotate at a steady rate and knock the ball away if it arrives at the wrong moment. The preview line updates as the blades turn, so it shows where the ball would go if you let go right now.
Playing for par
Par is the number of strokes a good, safe route takes. Most players do best by treating each hole in two steps:
- Get into a good position. On a hole with a corner or obstacle, the first putt's job is to leave the ball with a clear, short line to the cup. Aim for open grass, away from sand and well short of water.
- Finish gently. From close range, use low power and let the cup's pull do the rest. Most misses on short putts come from hitting too hard and rolling over the hole.
Watch the preview line closely on early holes. It's long at first, showing over a second of the ball's path. That makes it a great way to learn how power translates into distance before the game asks you to judge it yourself.
Advanced shots
Bank off the walls
When an obstacle blocks the direct line, aim at a wall so the ball comes off it toward the cup. The angle in equals the angle out, so picture the hole reflected on the far side of the wall and aim at that reflection. The preview shows the first bounce or two, which is usually enough to confirm the line.
Use the back wall
Some holes tuck the cup into a pocket with a wall behind it. Instead of trying to stop the ball exactly on the cup, send it a little firmer so it rebounds off the back wall and settles in. It's more forgiving than a perfectly weighted putt.
Time the windmill
Hold your drag and watch the preview while the blades turn. When the line passes cleanly through a gap, release. If the timing feels too tight, a softer shot that stops before the windmill and a second shot through it is a safe fallback.
Hunt the hole in one
On most holes there's a single-stroke route, and the three stars are placed along it. Collect stars by rolling through them. They're optional and don't affect whether you win, but they're a clear clue to the trick shot. A first-putt ace from level 3 onward earns a "TRICK SHOT!" banner. The route almost always uses a bank or a bumper rather than the direct line.
Common mistakes
- Charging short putts. A fast ball skips over the cup. Ease off when you're close.
- Cutting across sand. The shortest line through sand is often the slowest. Go around it.
- Playing too close to water. A splash costs a stroke and puts you back where you started. Leave a margin.
- Ignoring bumpers. They add speed. A gentle putt that clips a bumper can fly much further than the preview suggests if you misjudged the angle.
What changes in later holes
The first ten holes each introduce something new: a straight putt, a dogleg corner, a block you have to bank around, sand, water, a bumper, a cup tucked behind a wall, the windmill, a gap to thread, and a zig-zag course. Short tips such as "Splash = back to the tee!" and "Wait for the gap!" point out each new idea.
After that, holes mix these themes and add new ones like banking past water and a pinball-style field of bumpers. Extra bumpers and sand patches appear as clutter. Layouts are often mirrored left to right, so a hole you remember may come back flipped. The preview line also shortens after level 10 and again after level 30, so you'll rely more on your own feel for power. You get three strokes over par on the first ten holes, then two, and later just one. Every tenth hole is marked BOSS and gives you one extra stroke to make up for its difficulty.
FAQ
What does the hint show?
A yellow dotted path for a good shot from where the ball is, plus a hand showing how far and which way to drag. From the tee, on holes that have one, it shows the hole-in-one route.
Why didn't my ball drop when it rolled over the hole?
It was moving too fast. Hit the next one softer.
Is there an undo or mulligan?
No, every stroke counts, but the skip button lets you move on. If you like this pull-back control, Carrom Master uses the same idea on a carrom board, and Bowling Strike asks you to read curves and bounces down a lane. For general advice on angles and momentum, see how to think about physics puzzles.