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Venture

Bowling

Swipe up the lane to roll. The speed of your swipe is the speed of the ball, its direction is the angle, and a curved swipe puts hook on it. Ten frames, scored the proper way.

Your game is saved in this browser as you play.This game also turns up as the Venture lamp

Rolling and scoring

Drag sideways to choose where you stand, then swipe up. On a keyboard the arrows move and aim, Q and E add hook, and Space rolls. A camera follows the ball down the lane to the pins.

The lane is oiled at the front and dry at the back, so a ball with side spin goes straight at first and turns late. Pins fall when they are hit hard enough and keep sliding, knocking others over, so splits and pins that fall late are part of the game.

A strike scores ten plus your next two balls, a spare ten plus the next ball. The tenth frame gives bonus balls after a strike or spare, up to three. A perfect game is 300.

Hitting the pocket

The guide Aim and spares shows the common leaves and how to pick them up.

Reading the score sheet

The sheet shows each frame's marks: an X for a strike, a slash for a spare and a number for an open frame. The total under a strike or a spare is filled in only when its bonus balls have been rolled. That is why a strike followed by two gutter balls is worth just ten, while three strikes in a row are worth thirty in the first of them. Aim for spares before strikes: a game of nothing but spares scores at least 100 and usually far more.

Questions

What is the daily bowling challenge?

Ten spare set-ups chosen by the date, one ball each. Clear five for two rays on the Venture lamp, eight or more for three.

How strong is the computer?

There are four levels, from about 60 a game to about 170 on the strongest.

Can I play alone?

Yes, solo mode is a plain ten-frame game for your own high score.

Why did a pin fall late?

Pins keep moving after they are hit and can knock others down on their way, just like on a real lane.