Knock down as many pins as possible across ten frames. Each frame starts with ten pins. Pins still standing remain for your second throw; fallen pins are cleared automatically.
Aim just to the side of the head pin, into the pocket between the first and second rows. Straight-on hits and glancing shots often leave pins standing. Position, direction, spin and power all matter. The guide is approximate, not a guaranteed path.
Drag the ball sideways to snap to one of five starting spots. Drag higher up on the lane to aim. Sliders opens position/direction on the left and spin/power on the right as an overlay. Throw starts your shot; i opens the scorecard. Each pin scores ×1, ×2 or ×3 depending on the starting spot. New games begin with varied aiming settings.
X means strike, / means spare and – means no pins. A strike ends a normal frame immediately. In frame ten, a strike earns two bonus throws and a spare earns one. A fresh rack follows a strike or spare when a bonus throw remains. Position multipliers apply to the pins knocked down by that throw; strike and spare bonuses remain unmultiplied.
Use Tab to select controls and arrow keys to adjust sliders. On the lane, Left/Right aims; Space throws.
Active time starts with your first throw, pauses in menus and in the background, and stops at game end. After reloading, choose Continue. An interrupted throw is repeated from its starting setup.
For entertainment only. No stakes or prizes.