Zany Golf/Windmill

The first hole is the Windmill Hole, or Wacky Windmill, with a Par of 2. Every player will begin with 5 strokes remaining. Red will hit first, followed by blue, black, and white.

Course Description
The level begins with the ball(s) in the top half of the map. On the left is a ramp which leads up to a windmill with rotating blades. Despite the appearance of an angle, gravity only applies vertically on the ramp, as well as just before the ramp, implying the regular green angles up slightly just before the ramp. The metal ramp sides, white fence, lighthouse, and rocks all act as walls.

If the ball successfully reaches the top windmill hole without being blocked by the blades, the player will earn a bonus stroke, and the ball will shoot out from the lower left house. There is a bit more horizontal flexibility for entering the windmill hole than the size would suggest. From there the ball has a possibility of shooting straight into the final hole on the lower right, with a high chance of being very nearby, and a low chance of ending up near the lighthouse on the right.

If the ball makes it to the ramp but not into the windmill hole, it will roll down the ramp and come out of the lighthouse. This will spit the ball out at a random speed such that it may end up right outside the lighthouse or all the way by the white fence, with a possibility of anything in between.

Strategy
Because of the angles involved, in order to have a chance of entering the top hole in 1 stroke, the ball should be aimed towards the angled wall below the windmill. From the center start point, a full-power, approximately horizontal shot will give the ball a good trajectory to reach the top hole if the blade timing works out.

Once in the lower portion of the level, if there is not a straight shot to the final hole, players might consider aiming to bounce off the lower left wall into the hole, or angled up towards the top wall proceeding to bounce off the lower left wall.