Physics
What the ball feels
Flight vs putting
Most clubs fly with loft, attack angle, backspin, and sidespin — air drag plus lift and curve. The putter never leaves the ground. Speed maps to roll distance, and face or path will not curve a putt. A hard smash (force above a finished recreational swing) can exceed the club’s band.
Surfaces
Swing Forgiveness blends Casual and Simulator. Higher sim means faster greens, more break, and grabber rough and sand.
| Surface | Feel |
|---|---|
| Green | Longest roll, most spin grab and check |
| Fringe | Slightly slower than the green |
| Fairway / Tee | Balanced bounce and roll |
| Rough | Kills roll, soft bounce, less spin; auto-club upgrades |
| Hardpan | Kickier bounce, scrubbed roll, little spin bite |
| Bunker | Shorter carry, steeper launch, less spin — wedges beat long clubs |
| Water / Void | Dead. Penalty and drop |
Slope, spin, and the short game
- The ball rolls with the slope. Greens respond more on Simulator.
- The HUD shows percent uphill or downhill along the shot, and left or right break.
- Read Green warps a grid over the contours. It appears when you are within about 30 yards of the pin at rest.
- Irons and wedges: backspin floats and checks. Woods and driver often carry forward spin and run.
- A short finish on irons or wedges plays as a bump-and-run — less spin, more release.
- Inside about 30 yards of the pin (not bunker, not putter), a full gesture remaps to the remaining distance so you do not fly the green.
Wind. The flag flutters for atmosphere. It does not push the ball.
Difficulty knobs
- Swing Forgiveness — Casual or Simulator. Swing help, green speed, rough grab, and cup size travel together.
- Difficulty — Normal, Medium, or Hard. Venue selection and how hard hills, water, and rough play when tough holes appear.
- Magnetic hole — On, the cup pulls dying putts. Off, you must roll over the mouth.