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Wall Toss

Wall Toss

Toss the ball into the holes on the right wall. Higher holes score more. Nine balls per round. Each ball faces a new wind, shown by the arrow at the top.

How to play

Press anywhere on the field and drag to set the launch direction and power. A dashed line previews the throw — the ball goes in the direction from your finger back to the point where you first touched down (pull back like a slingshot), and the drag length is the power. Power reaches its maximum at 130 units of drag, a little over a third of the field's width; pulling further adds nothing. Release to launch.

More: full rules and tips

Every ball gets a new wind, shown by the arrow and number at the top of the field. It pushes sideways — against you (arrow pointing left) or behind you (pointing right) — and can also lift the ball (arrow tilted upward). The longer the arrow and the bigger the number, the stronger the push. The same pull lands in a different hole under a different wind, so read the arrow before every throw.

The ball travels with gravity and the wind 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:

• Bottom hole: +10
• Next: +20
• Middle: +30
• Next: +50
• 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.

Tips & strategy

Calibrate on the easy holes first. The bottom 10-point hole is huge — 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 — 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. Apart from the wind, nothing in the flight is random — the same drag under the same wind always gives exactly the same flight — so every miss is information about your own thumb and about how much that arrow really pushes, and the best players treat each shot's outcome as a calibration point for the next one. A headwind (arrow pointing left) slows the ball so it reaches the wall later and lower — flatten your pull a little; a tailwind (pointing right) gets it there sooner and higher, so steepen it; an upward tilt holds the ball up, so flatten again. If a ball dropped into the 50 hole just below the top one when you were aiming at 100, steepen your pull by a hair next time under a similar wind; if it struck the blank wall above, flatten it slightly. Your fingers will overcorrect if you make big conscious adjustments — small nudges and trust beat big resets.