Game help & information
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Direct, measure the power and click – Hole in One! You need accuracy to your putts, power to sand barriers and pasted tracks. Mathematical thinking is needed to hits with the help of walls. Endless amount of tracks and levels – play on your own, or challenge a friend!
If you are a registered user of Playforia and have logged in with your nickname, you can start playing right away.
If you don't have your own Playforia nickname yet, you will be assigned a random visitor nickname starting with 'anonym' and a number to inform other players that you are a guest. This way you won't be confused with regular players.
If you want to create your own nickname (it's free!), click here.
Choose single-player game or multiplayer game. You also can start by clicking the quick-start button. The quick-start button of the single-player game takes you directly to training (with basic settings), and the quick-start button of the multiplayer game takes you directly to the next game that has a place available (and that doesn't require a password). In case there are no games available, the button takes you directly to a new game (with basic settings).
The single-player game allows you to train on the courses or to try to break the record of a course or a course set.
In the single-player game you can choose training or championship (course sets).
In training, first choose how many courses you want to play and then what kinds of courses you want to play:
- All courses
- Only the "basic courses" (default setting). This option allows you to play all courses except for the courses with special elements (for example acid, illusionary walls and holes, moving parts, and mines and magnets).
- Only traditional courses. In this case for example courses including acid, teleportals, and other so-called "modern elements" are left out.
- Only modern courses. This option allows you to play courses that include for example swamps, magnets, and other so-called "modern elements".
- Only hole-in-ones. This option includes only courses that can be played in a single stroke.
- Only short courses (doesn't include the ones that can be played in a single stroke)
- Only long courses
In addition, you can choose what happens when a ball goes to water. In this case the options are:
- Back to the striking point (basic setting)
- The ball stays on the shore (Note! The results achieved with this setting are not accepted as course records. )
In championship established course sets are played (not courses selected at random). Choose a course set from the list. You will be able to take a look at the record lists of the course sets (the All-Time Top 100, Top 50 of the month, and Top 10 of the day.) Note that from one player only the best result per course set will be entered in the record list. The record lists are updated at approximately one-minute intervals, so you have to wait a while before your record result is shown on the top list.
Multiplayer Game Menus:
Multiplayer game allows you to play against one, two or three other people at the same time. The winner is the player with the least amount of strikes (basic setting) or the player with the highest number of course points. Course records can't be established in a multiplayer game. This is possible only in a single-player game, because in a multiplayer game the performance of other players has an effect on yours (through croquetting or the moving/changing course elements).
Joining an Existing Game:
On the right you will see a list of the existing games that are waiting for players. You can choose one of these and join it, or make your own multiplayer game. Note that the marking [PW] before the name of a game means that you must have the correct password to be able to enter the game. Password makes it possible for example for certain a group of players to choose persons who are allowed to enter the game. [Reg] means that only registered players can join the game.
Creating a new game:
Choose the number of players accepted to the game and the number of courses you want to be played. In case you want to play using the basic settings, click directly the "Create game" button. However, if you like, you can change the settings according to your preferences. Many players do have their own favorite settings.
Multiplayer Game Settings Options:
Name of the game:
You can give a name to the game, for example "Challenging Mike".
If you give a password to the game, all participants must know this password before they will be able to enter the game. Password is useful when you want only a certain group of users to be able to enter the game. If you want everyone to be able to enter the game, don't choose a password.
Who can enter the game?:
You can choose if anyone can join the game or if the game is available for registered members only or for vip members only. The last two alternatives can only be chosen if you belong to the user group in question. If you have logged in as an non-registered member, this menu is not visible at all.
- All courses
- Only traditional courses (basic setting). In this case for example courses including acid, teleportals, and other so-called "modern elements" are left out.
- Only modern courses. This option allows you to play only courses that include for example swamp, magnets, or other so-called "modern elements".
- Only hole-in-ones. This option includes only courses that can be played in a single stroke
- Only short courses
- Only long courses
Max. strokes per course:
Choose the maximum number of strokes that can be used per course. The basic setting here is 20 and we recommend that the setting is adjusted only in special cases (for example when the chosen course type is "Only short courses"). The courses have been designed so that the longest ones require about 20 strokes even from a fairly good player.
If a player doesn't clear the course within the maximum number of strokes, his/her result from the course will be the maximum number of strokes + 1. With basic settings, the result would be 21.
Time frame for striking:
You can choose a time frame within which each player must strike at his/her own turn. If the time frame is exceeded, the turn moves to the next player.
When the ball goes to water:
- Back to the striking point (basic setting)
- Ball stays on the shore
This setting defines whether balls of different players can hit each other or not. The basic setting is "yes", which means that the balls can hit each other, in other words, players can hit their opponent's ball with their own ball (this is called croquetting). In this way it is possible to make the opponent's situation more difficult, for example by hitting his/her ball into acid.
When you choose "no" as a croquetting setting, balls don't hit each other.
The nature of the game varies often greatly depending on if the croquetting function is on or off, especially when playing with 3 or 4 players. Some players like to play with the croquetting function, others don't. That is why we recommend that you try both options.
With the option "Strokes" (basic setting) the total amount of strokes from all courses will be summed up, and the player who has used the least strokes is the winner.
With the option "Course victories" players get points from each course as follows:
The player who used the highest number of strokes to clear the course gets 0 points, the player who used the second highest number of strokes gets 1 point and so on. In other words, in a two-player game, the winner of the course gets 1 point and the loser 0 points. Similarly, in a four-player game the winner of the course gets 3 points, the second best player gets 2 points, the third best gets 1 point and the fourth 0 points. If players have the same amount of strokes, they all get the same number of points. In case more than one players lose so that they don't clear the course at all within the maximum number of strokes, all these players get 0 points for the course.
With the course winning option, the player who gets the most course victory points is the winner.
"End emphasis" in counting points:
If you like, you can adjust the counting of points function to emphasize the last courses. Then the last courses bring double or triple amount of points compared to other courses. This function makes the end of the game even more exciting.
Choose the direction to which you want to hit by pointing at it with the mouse. By pointing further away from the ball, the aiming line gets longer. The longer the aiming line, the more powerful the stroke. Note that when you move the mouse pointer very far away from the ball, the aiming line does not get longer any more, which means that the stroke already has maximum power. The more powerful the stroke, the less accurate it is.
The ball starts to move by clicking the left mouse button. The direction of the aiming line can be changed by clicking the right mouse button. Then the normal, consistent aiming line shows the real direction of the ball and the dotted line just helps in choosing the right power for the stroke.
Your task is to hit the ball into the hole. The courses have different elements that have different kinds of impact on how the ball moves. Read more from the section course elements.
Menus/info during the game
Above the playing area you can see the game situation which includes the number of strokes you have used on the course that is currently being played, your results from the previous courses (in a multiplayer game also the corresponding results of the other players). In a multiplayer game, a joint situation follow-up is also displayed after the results. In this, the marking (J) is displayed next to the name of the leading player and the result difference of the other players with regard to the leading player is also shown.
On the right from the results, there is an area on which possible wishes of players of a multiplayer game to skip a certain course ("Vote: Skip Course") are shown.
Below the game area, on the left (only in a multiplayer game) there is a text field that allows you to chat with other players during the game. Write your text in the field and press "enter" in order to make your writing visible to the other players. By writing "/me" before the message text, you can write so-called "functions" which means that for example the text "/me took the lead!" displays differently to the other players as a so-called speech text: "Nickname took the lead!"
The following information is displayed below the game area on the right:
- The number of the course that is being played / the total number of
courses to be played
- The name of the course
- The nickname of the creator of the course
- The average result of all single-player games played with settings that
are acceptable for establishing a record.
- The course record (records can be established only in the single-player game and only without the "When ball goes to water it will stay on the shore" setting).
- A percentage that shows how many games (single-player games with settings acceptable for establishing a record) have ended in a record result. In other words, the smaller the number, the more special the result is.
- The nickname of the person who has established the record. If more than one player has reached the same result, the nickname of the player who was the first to establish the record is shown.
Below this information are course evaluation buttons. You can give a grade to the course (scale 0-10) by clicking the corresponding button. After this you will see the average grade of the course. You also can click the grey button with a dash next to the numbers, which allows you to see the average grade without giving your own grade.
We recommend that you don't give grades during the first time you play, but only after you have played each course several times, because then you will know the courses better and have formed a clearer opinion about them.
"Vote: Skip course" button allows you to vote in the multiplayer game that a course should be skipped. In case all players agree, the course will be skipped and the game moves to the next course and the skipped course does not yield any results. The possible voting markings will be removed immediately when one of the players hits the ball into a hole. The voting function is useful when all players agree that a certain course is not fitting to the game session.
If the minigolf game consisted only of even surface and holes, the game would be somewhat boring. The minigolf game of Playforia includes a great deal of different course elements some of which would not even be possible to realize on an ordinary minigolf course.
We recommend that beginners use only the setting "Only traditional courses" which leaves out the courses including the most special and the most difficult course elements.
All courses have a starting point, a place from which all players begin the game, and a hole or holes into which the ball must be hit. In some courses, there are separately defined starting points for balls of different colors, for the purposes of the multiplayer game.
The courses consist of pieces of different shapes that can contain several different elements.
All course elements with their pictures and explanations are introduced in the following:
Traditional course elements:
There can be slopes to different directions on the grass.
A basic obstacle through which a ball can't go. (Note that some courses that include modern elements can feature very rare "illusionary walls", places that look as if there was a wall, but in reality there is no wall. This kind of places, however, do not exist in the traditional courses and they are very rare in the modern courses, too.)
Ball moves considerably more slowly on sand than on grass.
On mud the ball moves even more slowly than on sand.
When a ball goes to water, it will be returned to the striking point or stays on the shore. This depends on the chosen game settings. A ball can't cross a vast water area, but it can cross a narrow water area if the stroke is powerful enough.
"A glue wall" looks like a normal wall, but a ball doesn't bounce from it very well.
Modern course elements:
All the elements described above are so-called traditional course elements. The elements that will be introduced next are so-called modern course elements. From game settings, you can choose that you play only traditional courses that are courses including no modern elements, or, that you play only modern courses that contain at least some of the following elements:
On ice, friction is extremely low and a ball moves as fast as it does on grass, but doesn't stop as promptly.
Swamp slows down the movement of a ball just like sand does, but in case a ball stops on a swamp, it will sink like it does when it stops on water.
When a ball goes to acid, the player must go back to the starting point of the course.
Acid swamp is like a normal swamp, but once a ball stops on an acid swamp, the player must go back to the starting point of the course.
When hitting a bounce wall, even at a slow pace, a ball bounces from it in a very powerful way. (Note that bounce walls stop functioning after a certain period of time has passed from the stroke, so the ball won't bounce forever between two bounce walls. Before the next stroke the bounce walls are reactivated.)
It looks like a wall, but in reality we are dealing with plain grass surface. Illusionary wall is an extremely rare course element. Normally, it is impossible to detect illusionary walls, but in some courses they don't cast a similar shadow as real walls do and they can, therefore, be detected also before a ball hits them.
A wall that allows going through it from the direction indicated by the arrow, but not from the other direction.
Special course elements:
The following course elements are special elements featured in the modern courses. These elements can be for example on grass, on a slope, in the sand and so on. In the following example pictures all special elements are situated on grass.
Teleportal and exit
There are four different colors of teleportals. Once a ball enters a teleportal, it moves automatically to the teleportal exit (of the same color). In case there are several exits of the same color, the exit is defined at random. Normally, the colors of the teleportals are visible, but in some courses the colors can be hidden (when all teleportal exits are indicated in blue). In these cases, it is not possible to know where each teleportal leads.
A breaking wall is a wall that breaks when a ball hits it. The breaking walls have four different levels of thickness. One hit always breaks one level of thickness. Once a ball hits a wall of the weakest degree of thickness, the wall disappears completely.
The game features two different types of magnets: ones with attractive force and ones with resistive force. Their scope of influence is limited. Normally, magnets are visible, but some courses may also contain invisible magnets.
Moving walls are elements that move when a ball hits them (in case space allows it). There are two types of moving walls and they act partly in different ways:
- The moving wall seen on the left is a "normal" moving wall.
- The other moving wall, in the picture on the right, differs from the normal moving wall in two ways: once it ends up on a slope, it falls all the way down the slope, and if it ends up in water, it sinks so that it forms a surface on which a ball can move (like it does on grass).
There are two types of mines: small and big ones. Once a ball hits a mine, the mine explodes and the ball bounces to a random direction. On the exploding point of a large mine, "a crater" will be formed. Mines are normally invisible until a ball hits them, but in some courses the mines may also be visible.
It looks like a normal hole but is not. (In addition to illusionary walls, it is one of the rarest course elements.)
In addition to the course elements, advertisements may be featured on the courses, for example as a lighter color of the lawn in the middle of normal lawn. Advertisements don't influence the game. Advertisements make it possible for us to develop our gaming center, so we hope you will accept them. :)