Mini Golf Chim Cánh Cụt - Golf Nhiều Người Chơi Trực Tuyến Trên Băng
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Mini Golf Online on Ice
Penguin Mini Golf is a free mini golf online game where you putt a penguin across slippery ice, everyone plays the same hole at once, and a room holds up to 100 players. Each shot is called a putt. Your penguin slides a long way before it stops, so how hard you pull matters as much as where you aim. A round is nine holes, and the player with the fewest total putts wins.
Each hole has a par, which is the number of putts a good player needs. The official holes are par 2 to par 7. Every round has nine official holes, picked at random from more than 200, with walls, water, bumpers, mini bumpers, speed pads, oil spills, snowball penguins, ice cubes, baby penguins, snowmen, seals, igloos, geysers, dynamite, buttons and gates, ice walls, cannons, walruses, ice floes, whirlpools, fish, one-way ledges, and patches of wind, slick ice, rough snow, and cracked ice in the way. Each official hole is checked by a test to make sure it can be sunk in par or fewer putts.
Most of the official holes are classic mini golf holes moved onto the ice: windmills where a seal turns in the gap of a wall, castles with a moat and a cracked ice drawbridge, a volcano crater you can only enter by its ramp, plinko boards where wind pulls the penguin down through rows of bumpers, bowling lanes with ten baby penguins for pins, island greens, and doglegs with bunkers of rough snow. There are mazes too: water mazes where the walls are water, wind mazes where currents carry you toward the hole or into dead ends, mazes with one-way ledges or slick ice, a stone maze with a short cut through ice walls you can blow open with dynamite, and a maze of colored gates you open with buttons. Others are themed holes: swinging logs over water, pirate coves where geysers fire you from island to island like cannons, islands joined by real cannons, a city of canals with an ice floe ferry, a bay of whirlpools, a pen with a walrus at each door, a slick ice river with fish in it, candy slides, a museum with platforms of cracked ice over a pit, and a space station of slick ice with igloo portals. Every one has been sunk within its par by a computer player before it was added.
Minigolf is also a competitive sport. The World Minigolf Sport Federation holds a World Championship every two years. Foony's version keeps the same goal (fewest strokes) and moves the course onto ice.
Multiplayer Mini Golf with Friends
Create a room and send its link to your friends. Up to 100 people can play in one room, and guests can join without an account. The host starts the round, and a 3, 2, 1 countdown opens every hole.
Nobody takes turns. Every penguin starts on its own spot in a line by the tee, everyone putts on the same hole at the same time, and penguins bump into each other like billiard balls, so another player's penguin can knock yours off its line. Penguins on the start spots slide through each other instead, so nobody can knock you off the tee. You see every penguin on the ice with its player's name above it, which makes it easy to watch the route a friend took.
A hole ends when every player has sunk the ball. As soon as the first player sinks it, everyone else has 10 seconds left, plus 2 seconds for each player past two, up to 30 seconds with 12 or more players. Spectators and players whose connection dropped don't count, so nobody waits on them. If you spectate or leave partway through a hole, your penguin is taken off the course, unless it's already in the hole. When you come back, it starts again at the tee, and the putts you already took on that hole still count. If nobody sinks it, the hole ends after 3 minutes. Between holes, a table shows each player's putts on every hole so far, then the next hole starts. If you join partway through a round, every hole you missed counts as par plus 12 strokes, the same as a hole you don't finish.
You can also play on your own. Press Play Bots to add computer players, and pick how good they are: Easy bots go over par on most holes, Medium bots play about par, Hard bots finish most holes under par, and Expert bots finish almost every hole at or under par. Bots putt at the same time as you, and their penguins bump yours like a player's would. Or start a room alone and try to beat par.
How to Play Mini Golf
Your penguin has to slow down before you can putt again. With a mouse, point where you want it to go: your penguin turns to face the mouse. Press anywhere on the course, pull the mouse back away from that way, and let go. While you pull, moving the mouse to one side turns your penguin the other way, like a slingshot, so you can fix the angle before you let go. On a phone or tablet, press anywhere and pull back in the opposite direction from where you want the penguin to go, like a slingshot. While you pull, a band stretches from under the penguin, with white chevrons that point the way the penguin will go. The harder the putt, the longer the band, the more chevrons show, and the more it turns from blue through purple to pink. At full power it stops growing, and pulling further doesn't make the putt any stronger. You can keep pulling past the edge of the course. You can also press and pull back while your penguin still slides fast. Nothing shows until it slows down. Then the band shows up at once, stretched as far as you pulled. If you let go before the band shows, the putt is cancelled and doesn't count.
The penguin slides until the ice slows it to a stop, bouncing off walls on the way. It drops in when it reaches the hole slowly enough. The hole also pulls in a slow penguin that comes near it, so a putt that stops close to the hole slides in by itself. A penguin moving too fast rolls straight over the hole, so a gentle putt works better than a hard one aimed right at it.
Once your penguin slows down, you can press while it's still sliding to pick it up where it is. Picking it up is free, and your next putt starts from that spot. A fast penguin can't be picked up, so a hard putt plays out wherever it goes.
If your penguin slides into water, it comes back to the spot you putted from after one second. The splash doesn't add a stroke, but the putt that sent it there still counts. If it falls in again before your next putt, it comes back on the tee.
If you haven't pressed to aim five seconds into a hole and haven't putted yet, a finger shows up on your penguin and shows you how to pull back and let go.
The hole is par 3. Each putt is one stroke.
- Ana sinks it on her 2nd putt. She scores 2, one under par, which is called a birdie.
- Ben sinks it on his 4th putt. He scores 4, one over par, which is called a bogey.
- Cal doesn't sink it before time runs out. A missed hole counts as par plus 12, so he scores 3 + 12 = 15.
After nine holes, each player's nine scores are added up. The lowest total wins.
Mini Golf Obstacles
Walls and corners
A penguin that hits an ice block wall head-on bounces back at half its speed. One that hits at a slant keeps more of its speed and slides on along the wall. Corner walls fill half a tile on the diagonal and send it off at an angle. On Workshop holes, walls and corners can also be red, blue, gold, purple, or green. The color only changes how they look, so a colored wall bounces a penguin like any other.
Bumpers
Round bumpers kick the penguin back faster than it came in, and they light up when they're hit.
Mini bumpers
Mini bumpers are small pink bumpers, half the size of the blue ones. They kick the penguin back just as hard, and some holes have a few of them guarding the hole.
Speed pads
A yellow speed pad launches the penguin the way its arrows point, at the same speed every time, whatever speed it came in with.
Oil spills
Oil swerves a penguin to the left or the right while it slides over the spill, and which way changes from putt to putt. After touching oil, it keeps its full speed, even after it leaves the oil, until it bounces off something.
Snowball penguins
A penguin in a red scarf throws a snowball the way it faces every 1.8 seconds. A snowball that hits your penguin pushes it sideways. On a Workshop hole, one can turn round as it throws, or throw as often as every half second.
Ice rocks and water
A penguin bounces off an ice rock the same way it bounces off a wall. A penguin that slides into water goes back to where you putted from.
Ice cubes
A penguin that hits an ice cube pushes it, and cubes push each other. Every player shares the same cubes, so a cube you knock can end up in someone else's way. A cube that slides into water or the hole is gone until the next hole.
Baby penguins
A hard hit only shoves a baby penguin a little, and your penguin bounces back off it. Like ice cubes, every player shares the same baby penguins.
Snowmen
A penguin that runs into a snowman stops dead on the spot, and the snowman falls apart. It's gone for every player until the next hole, so the first penguin to hit it clears the way for everyone.
Slick ice and rough snow
On shiny slick ice a penguin keeps nearly all its speed, so a soft putt slides a long way. Rough snow slows it down fast, like a sand trap on a real golf course, so it takes a harder putt to get across.
Cracked ice
A penguin can slide over cracked ice, but if it stops on it, the ice gives way and it falls in, just like water. Ice cubes and baby penguins that stop on it sink too.
Ledges
A ledge is a one-way step. A penguin slides off it the way its arrows point, and one coming the other way bounces off the step like a wall, so there's no way back up.
Wind
Green tiles with double arrows have wind on them. It pushes penguins, ice cubes, and baby penguins the way the arrows point, so a penguin that stops in the wind gets blown along.
Seals
A long seal lies on the ice and turns round on the spot once every 4 seconds. A penguin that hits it, or sits where it swings, gets knocked away.
Igloos
A penguin that slides into an igloo comes out of the next igloo on the hole, going the same way. Igloos are about a penguin's size and always come in twos or more. On some holes, an igloo is the only way across.
Geysers
A geyser blasts a penguin into the air for one second. It flies over pieces, other penguins, water, and the hole, and lands wherever it comes down, so it can still land in the water if it's too slow.
Dynamite
Anything that slides close to dynamite lights its fuse, and a second later it blows up. The blast pushes every penguin, ice cube, and baby penguin near it away, harder the closer they are. It also sets off other dynamite nearby and breaks ice walls. After that it's gone for every player, and a scorch mark is left on the ice. Dynamite that sits on a metal plate comes back a few seconds later.
Buttons and gates
A gate is a short wall in red, blue, gold, or purple. A button of the same color opens it when anything slides over it, and it stays open for 5 seconds after the last thing leaves the button. An ice cube or baby penguin parked on a button holds its gates open for everyone. A lever works on the gates of its color too, but it switches them: one hit opens them, and they stay open until something hits a lever of that color again. Some gates are the other way round. They start open, shown as a thin line in their color, and a button or lever of that color shuts them while it opens the rest. A gate that shuts on a penguin pushes it out of the doorway.
Ice walls
An ice wall blocks the way like a short wall. A hard putt smashes through it and keeps sliding a little slower, and a soft one bounces off. Dynamite breaks it too. Once it breaks, it's gone for every player until the next hole. A grey stone wall looks like an ice wall made of blocks, and no putt breaks it. Only dynamite does.
Cannons
A cannon turns round once every 4 seconds. A penguin that slides into it is held for one second, then fired the way the cannon points at that moment. It flies over pieces and water for a third of a second, then slides on, so putt when the cannon will point where you want to go.
Walruses
A walrus slides back and forth along its path, shown by two faint lines on the ice. It knocks away any penguin, ice cube, or baby penguin in its way, even one sitting still.
Ice floes
An ice floe waits at one end of a trip across the water. A faint line on the water shows where it goes. When a penguin gets on, it sails to the other end and carries everything on it. A penguin on the floe is safe from the water, but one that slides off falls in. Three seconds after it gets to the far end, once no penguin is on it, the floe sails back by itself for the next player. On Workshop holes, a floe can wait 5 or 10 seconds, sink at the far end and come back at its start at once, or stay at the far end until a penguin gets on there. A Workshop floe can also sail back and forth by itself. A penguin that stops on one stays on it, and you can pick it up and aim while it sails.
Ice bridges
Workshop holes can have ice bridges. An ice bridge is one tile of ice over the water, with a band in red, blue, gold, or purple. It's up for as long as a button or lever of that color would open a gate. While it's up, you can slide over it or stop on it. When it goes down, the tile is water again, and any penguin, ice cube, or baby penguin on it falls in. Some ice bridges start up, and a button or lever of their color sinks those instead.
Whirlpools
A whirlpool pulls in any penguin that comes close, even one sliding over the water near it. Once it catches the penguin, it spins it round for 1 to 3 seconds, then throws it out through the air in a random direction.
Fish
A fish pulls a nearby penguin in, like the hole does. The penguin that reaches it eats it and gets a burst of speed the way it was going. The fish is gone for every player after that, unless it sits on a metal plate. Then a new fish comes back a few seconds later.
Make Your Own Mini Golf Holes
The Penguin Mini Golf Workshop has a hole editor. You paint ice, walls, corner walls, water, slick ice, rough snow, cracked ice, ledges, and wind on a grid, place bumpers, mini bumpers, baby penguins, rocks, speed pads, oil, snowball penguins, ice cubes, snowmen, seals, igloos, geysers, dynamite, buttons, gates, ice bridges, ice walls, cannons, walruses, ice floes, whirlpools, and fish, move the tee and the hole, and set the size and the par. Press Turn before placing a corner, a ledge, wind, a speed pad, a snowball penguin, a seal, a gate, an ice wall, a cannon, a walrus, or an ice floe to change which way it faces. Gates, ice walls, walrus paths, and ice floe trips have a length you can set, and buttons, gates, and ice bridges have a color. Dynamite, walruses, ice floes, whirlpools, and fish come small, normal, or big, and a cannon can turn either way or stay pointing one way. A snowball penguin can turn round like a cannon, and throw every 0.5, 1, 1.8, 3, or 5 seconds. A button can be a lever, an ice wall can be stone, an ice bridge can start down or up, and dynamite and fish can be set to come back 3 to 60 seconds after they're gone. An ice floe can come back after 3, 5, or 10 seconds, by sailing back or by sinking, or never. It can wait for a penguin to get on, or sail by itself. You can also draw footprints, paw prints, fish bones, snowflakes, hearts, and stars on open ice, slick ice, and rough snow. Nothing bumps into a decoration, so it only changes how the floor looks. Par can be anything from 1 to 20.
A hole can only be saved after you sink the ball in Test Play, where you play the hole with the same physics as a real round. If you change anything afterward, you need to test it again. Saving holes needs a free account.
In the room settings, a host can pick up to 20 holes from the Workshop. Up to nine of them, picked at random, are played first in each round, and the rest of the round is official holes.
A host can also change the round itself under Advanced in the room settings: the number of holes (1 to 18), the timer on each hole, the time everyone else has after the first sink, the most putts a player gets on a hole, and how many strokes over par a missed hole counts. A player who runs out of putts waits for the others, and the hole ends once nobody can putt. There is also a setting that lets penguins slide through each other everywhere, which helps in a crowded room.
Mini Golf Strategy
- Aim to stop near the hole. The penguin only drops in when it's moving slowly, and the hole pulls in a penguin that stops close by, so a full-power putt straight at the hole often slides over it while a softer one gets pulled in.
- Use the walls to slow down. A penguin that hits a wall head-on bounces back at half its speed. Banking off one next to the hole can leave it slow enough to drop in.
- Point first, then pull. With a mouse, point exactly where you want to go before you press, then pull straight back. To fix the angle, move the mouse a little to the side while you pull. The longer the pull, the less each move to the side turns your penguin.
- Bump other penguins. A penguin that hits a still one head-on stops and knocks the other one on, like a billiard ball. That includes a penguin someone is holding to aim: the hit knocks it out of their hands, so aim quickly when another penguin is sliding your way.
- Knock the cubes aside. Your penguin shoves a row of ice cubes out of the way when it hits them, and your next putt can go through the gap. A slow penguin near the hole can even push through the cubes on its own, because the hole pulls it in.
- Time the snowballs and the seals. On the official holes, all the snowball penguins throw at the same moment, every 1.8 seconds. Putt right after a volley so the next one doesn't catch you halfway. A seal turns at the same speed every time, so wait until it swings out of your line before you putt.
- Watch the other penguins. Everyone plays the same hole at once, so if a friend finds a clean route, you can copy it before the countdown runs out.
Mini Golf Leaderboards and Achievements
Compare your rounds with other players on the Penguin Mini Golf leaderboards, and track the four achievements. First Round is for finishing a round. Hole in One is for sinking the ball with your first putt on an official hole with a par of 3 or more. Under Par is for finishing a round of nine official holes, with none missed, at least 3 putts under their pars added together. Hole in None is for finishing an official hole with 0 putts, which takes another player knocking your penguin in before your first putt. Holes from the Workshop only count for First Round.