TEEHOPPERS
ARCADE GOLF

Teehoppers

Play with your friends or on your own.

5 courses · 45 holesUp to 6 golfersPhone controllers
01
Sunbeam ValleyNINE LITTLE ESCAPES. ONE GREAT ROUND.

New round

Your character

Everyone gets a course view and controls. Friends can join from their own devices.

Add computer opponents in the lobby, or play on your own.

TEEHOPPERS5 COURSES · 45 HOLES

Game menu

Shot options

Practice

Controls

Keyboard controls

Choose a control, then press a new key. Escape cancels. Camera keys stay WASD, Q/E, R and C.

MEET YOUR GOLFER

Choose a character

Six personalities. Six ways to play. Choose a character before the round; friends can share a favorite.

Stats are relative to Milo. Control widens the impact window and softens early and late misses; spin changes shot shape and bounce. Character portraits appear in your group and shot controls.

Practice settings

Applying a setup returns every golfer to its starting position. Retry shot keeps the current lie and wind exactly the same.

How to play

  1. Aim and choose a club. Aim left or right and pick a club. The dotted guide shows your direction; the landing ring shows the first landing (or the end of a putt) at the planned distance, with wind and terrain included. Click a target or use Distance & landing to change that distance.
  2. Set your distance. Tap Start swing, then tap again at the yardage you want. For a putt, this second tap takes the shot with perfect accuracy. For other clubs, the cursor immediately reverses. The flag marks the pin distance on the selected club’s range; an arrow means it is beyond range. The separate gold marker is Friendly’s elevation-adjusted suggestion. Yardage is nominal carry (or roll on a level green for putts); wind, slope and rollout still affect the shot.
  3. Time your impact. For clubs other than the putter, the cursor returns toward the white stripe on the left. Tap there for perfect impact. The green window is a nice shot; larger misses lose carry and direction. At maximum distance the bar turns automatically. Short swings zoom the return for readability.

On desktop: ← → aim, ↑ ↓ change clubs, Space swings, Esc cancels. Hold Shift for fine aim. You can also click the course to aim. A plain left drag only pans the camera. On a phone, use the large touch controls. Open Camera mode during your turn to pan, rotate, pinch-zoom, inspect the green or return to your ball on the shared display. Settings includes larger text, remappable swing/aim/club keys and optional vibration where supported.

Camera: left-drag to pan; right-drag to orbit; mouse wheel to zoom. On a touchscreen, one finger pans by default, two fingers pan and pinch to zoom; choose Touch: Rotate in Camera controls to orbit with one finger. Press R or Back to ball to return; C cycles Follow, Cinematic, Hole, and Manual. WASD pans, Shift + WASD orbits, Q/E zooms. Every swing returns to the selected automatic shot camera, including swings started on phones. Select Shots: Cinematic for tracked strike, flight, approach and putting angles. Each display remembers its own choice. Reduced-motion settings keep a continuous Follow camera.

On the green, the putter is suggested automatically and Green grid turns on for your putt. Its arrows and moving dots point downhill; faster dots mean a steeper slope. Choose Short (10 yd), Medium (31 yd), or Long (60 yd) putting range for finer distance control. The button can override the grid for this shot setup. Use the spin slider for partial or full spin. Backspin flies higher with slightly less carry, checks on landing, and can draw wedges back on greens. Topspin flies lower, kicks forward, and releases farther. Rough, sand, and mistimed impacts reduce spin; putting uses natural roll. The gold landing ring marks first contact; the colored diamond marks the predicted finish at the planned distance. Teal marks rollout after first landing. The yardage meter includes your character and spin choice. The 3D wind streaks and flag point downwind. Faster, longer, more numerous streaks mean stronger wind. The wind arrow follows your camera on the main screen and the north-up map on phones. It points toward where the wind is blowing.

Power Shots: +10 yards before lie and spin adjustments, with tighter timing. Each golfer starts with one use per three holes: one, two or three uses. Perfect impact keeps the use; other strikes spend one. Practice is unlimited; target challenges disable Power Shots.

Super Spin: Set at least 50% backspin or topspin and arm Super Spin before swinging. Use at least half of the distance bar and hit perfect impact to earn stronger spin. Miss the requirement and you get ordinary spin. On desktop you can also press ↑ during the outward meter, then ↓ on the return for super backspin; reverse those inputs for super topspin. Directions latch until the swing ends. Phones use the Super Spin button. Curve left/right bends your flight as seen from behind the ball, without moving the initial aim. The north-up phone map can show a different screen direction.

A harder downward landing in a bunker buries the ball more deeply. Light sand, Buried, and Plugged labels describe the lie. Deeper burial reduces carry; the yardage meter already includes that loss, and the sand wedge is the best escape club.

Stroke Play: Choose 3, 6 or 9 holes (the first holes of the course). Lowest total wins. The host can enable faster computer turns and fast-forward an active shot. A water hazard adds one penalty stroke and a drop; out of bounds adds one and returns the ball to the previous lie. Each hole has a 12-shot limit. Tied totals share the win.

Practice: Choose the range, putting garden, sand school, or any course hole. Retry restores the same lie and wind; Play from here keeps the result as your next starting spot. The host can change the setup or return to the clubhouse. There is no shot limit.

Target Challenge: Play nine challenges with three tries each. Only your best attempt on each counts; highest total wins. Read the objective: most targets score where you stop, Club Master scores first landing, and hoop shots require clearing the hoops in order. Gold needs 85 points, Silver 55, and Bronze 25. Personal bests are saved on your device for the current physics edition, separately for Friendly and Standard. All characters share this casual personal-best board.

Friendly assistance widens impact timing and cup capture, and shows a suggested-distance marker. Standard has a narrower timing window, a tighter cup, and a faster meter. Difficult lies, Power Shots, and arming Super Spin also narrow the impact window.

SUNBEAM VALLEY

The scorecard

KEEP THE ROUND MOVING

Host controls

Let a computer cover a human golfer who steps away. Switch them back when they return.