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If you had access before, ask Kev for a new link.
Nine par-3 holes played through a rotating cast of fantasy worlds. Each world is unique and has its own special trait. Shape your shots through the wind, read the greens, and drain the putt: the closer your tee shot, the more you score. String great shots and birdies together for higher combo multipliers. Chase the top spot on the leaderboard!
🔒 Your details are secure — passwords are encrypted with bcrypt and never stored in plain text. One free account keeps your streak, scores and career safe and in sync across every device.
Guest
Your account has no email on it. Add one and a lost password or a new phone can never cost you your streak, your stats or your career.
You're playing as a guest, so this score never reaches the global leaderboard. Create a free account to publish it and keep everything you play.
This round still counts — it's claimed by your account the moment you make one.
The gear at the bottom left of the screen opens Settings from anywhere in the game. Two things in there are worth a look:
Created an account on Grand Slam Challenge? Use your credentials here.
Play nine random par 3 holes and rack up the highest score you can. Every shot that finds the green scores points, and if you sink the birdie putt you get a bonus 500 on top. Daily Darts is the same nine holes for everyone that day.
Pick a club, then dial in your shot shape (draw or fade) and loft (high or low) if you want to work it.
Every green plays Firm, Medium or Soft — check the Green box in the top bar before you swing. Firm turf releases the ball forward on landing, Medium gives a modest hop-and-roll, and Soft bites: a spinning wedge can even zip back. Flight matters too — a low, driven long iron runs out hardest, and a helping wind adds release while a headwind kills it. Blossom's petal-strewn greens are always Soft, storm-soaked Tempest never runs Firm, and every other world can roll any of the three.
(Proximity + Made Putt) × Creativity × Difficulty × Combo
Miss the green but end up within 30 yards of the pin (and out of the water) and you get ONE chip to try to save the hole. Get it on the green and sink the putt to save par for +250 (a ☑️ on your card), or chip it straight in for the birdie and the full +500. If the chip misses the green, the hole's over. Missing a green always resets your combo, the one exception being a chip in birdie. Miss by more than 30 yards or splash it and the hole's lost, no recovery. The chip carries up to 50 yards no matter the lie.
Each round runs through all nine worlds, and every one bends a rule:
Greens have their own personality too. Most are a simple two way slope, but every so often one gets wild with funnel pins that gather the ball, mounds that shed it, and ridges and swales to putt across.
Every round you finish posts to the leaderboard. There's a Daily Darts board and a Free Play board, and you can flip between your own scores and the global boards. Chase the high score and keep your daily streak alive.
Custom challenges you've shared. 5 can be live at once, each open for 24 hours. Only one score per player.
One menu for every mode, and a look at what is coming.
Smoother to play, and the green is yours to read.
Streaks you cannot fake, and a badge for every shape of hole.
Your streaks now follow you from round to round.
Nothing new for the par 3s this time.
Putting, rebuilt. Plus a practice green and a fresh coat on every world.
The hole became a real hole.
Wind, green firmness and break all retuned.
Wind mix, break curve and chip tempo.
Difficulty reworked, leaderboards fixed.
This is where future patch notes will appear.
if (R.pressure), and R.pressure was initialised false and assigned by no code path in the file, so a point in it changed no shot — the store had stopped selling it and the help sheet admitted it was inert. What was missing was never the effect. It was the SITUATION, and the game already computes exactly the situation that matters and already shows it to the player on every hole card: live, cut-aware standings with their own position in them. Pressure is read off that.gsc-blitz|, gsc-blitz-themes|, gsc-blitz-diffbands|, so the Blitz is never just the Daily's first three worlds), its own record under gsc.blitz.v1 and its own streak. A missed green cards 0 — recoveryPlan gains !blitzActive alongside the clash guard — so three holes is three tee shots and three putts.roundHoles() stopped being () => 9 and became mode-aware, which is what carries the short round through the scorecard grid, the summary boundary, the resume clamp and the "round already finished" test without touching any of them individually. blitzActive is deliberately DISJOINT from dailyActive rather than a flag on top of it: sharing the flag would have put a Blitz round one typo away from being banked as a Daily Darts completion, which would eat a player's real daily and their streak with it.liveDailyBlob measured a parked run against roundHoles() — the count for whatever is on screen NOW, not for the blob being measured. With two round lengths in play that reads a parked three-hole blitz as forever unfinished and a parked nine-hole daily as finished at hole 3, throwing six holes away. It now reads blobHoles(b) off the blob itself. Park/unpark is shared by both dailies through parkRunAs / parkedRunFrom / resumeParkedRun with a predicate, and each daily has its own park key, so an unfinished Daily and an unfinished Blitz coexist and hop without either eating the other.splitByMode was "daily, or everything else", which put Blitz rows — three holes, so about a third of the points — straight onto the Free Play board where they can only look like terrible nine-hole rounds; it is now an explicit three-way match on rowMode. The lifetime round tally (rounds / scoreSum / bestScore, which the profile's AVERAGE is computed from) skips a Blitz, since averaging three-hole rounds with nine-hole ones makes that number describe nothing; per-HOLE stats still count, being comparable. And NO PEEKING now needs a full nine like the four achievements beside it — going three holes without a preview is barely a decision, and a Blitz earned the badge on its first outing (caught in a harness screenshot, not in review).blitz is a real leaderboard mode rather than collapsing to "free". Blitz rounds rank against the day's other Blitz rounds, and the free-play weekly pool explicitly excludes them, so adding the mode cannot move anyone's existing "top X%".window.phase is not reachable — the honest probes are the DOM's), the record landing under the blitz key with gsc.daily.v1 byte-identical afterwards, the round tally not moving while per-hole stats do, re-tapping showing the result rather than a replay, both dailies parking and resuming independently, and a mid-round reload coming back at the right hole and still 3 holes long.runSalt, a PER-DEVICE random. So one player was dealt Frostreach at 141 yds while the other got Elysium at 110, on the same "hole 1", with different wind, elevation and firmness. Both now seed from the MATCH ID, the one salt both clients are guaranteed to hold identically from the moment they are paired. Reproduced in the duel harness by removing the fix and watching the two screens disagree.state === "done" BEFORE the unwatched check, so the winning shot went straight past into the result card. It now plays first and the verdict follows — but only for a match that ended in play, since after a concede or a clock ruling there is nothing to admire.onGreen, which is where the ball LANDED, not where it finished — a ball can pitch on and run 38 yards off. The tee replay now carries g (0 missed, 1 finished on the green, 2 holed out), set from the outcome the striker actually had, and an ace finally announces itself as one instead of being reported as a missed green.The five big changes since v0.8
Changes since v0.8.1