Score
0
Ball
1/9
Best
โ
Toss the ball into the holes on the right wall. Higher holes score more. Nine balls per round.
Press and drag from the ball area to set the launch direction and power. A dashed line previews the throw โ the angle from your finger to the ball is the throw direction, and the drag length is the power. Release to launch.
The ball travels with gravity and lands somewhere on the wall on the right. If its centre crosses one of the five hole zones, you score that hole's value:
โข Bottom hole: +10
โข Next: +20
โข Middle: +30
โข Next: +50
โข Top (smallest): +100
Miss the wall entirely or hit between the holes and you score 0 for that ball. You get nine balls. Your final score is the sum.
Calibrate on the easy holes first. The bottom 10-point hole is huge โ use the first ball or two to find the power range that lands near it, even if you sacrifice points. Once you know what 'low power' feels like in your fingers, scaling up to the 30 and 50 zones becomes much more accurate than guessing from scratch.
The 100-point hole is a trap unless you've earned it. It's the smallest target, sitting at the steepest required angle, and going for it from cold puts the ball straight into the wall above it or short into the 50-zone. The optimal long-term strategy is to hit the 50 zone reliably and only attempt the 100 when you've stacked a comfortable lead โ risking a 100 attempt that becomes a 30 costs you 20 in expected value compared to a clean 50.
Watch where the ball lands, not where you aimed. Wind and physics can be subtly off-target, and the best players treat each shot's outcome as a calibration data point for the next one. If three balls in a row landed slightly long in the 50 zone when you were aiming at 100, ease the power down a hair. Your fingers will overcorrect if you make conscious adjustments โ small nudges and trust beats big resets.