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![]() ![]() ![]() ![]() ![]() ![]() MegaBowling for Palm OS Reviewby: Kris KeilhackApril 17th, 2006 MegaBowling offers several unique takes on the classic tenpin bowling game. While I've never spent any time playing a bowling title on PC or a game console, a Palm's stylus-based interaction makes it a perfect fit for the "realistic" physics engine offered by Megasoft 2000 in this engaging little title.
Stroke and Arcade are presented in the same first-person perspective. Stroke mode's main strategic element is comprised by its a tap-and-hold style of ball tossing. The ball's movement path, rotational speed, and toss strength are all determined by the player drawing the intended trajectory and holding down the stylus tap. I found this gameplay mode the most challenging but also requiring the most time to bowl a full round. I averaged scores roughly from the 130s to the upper 100s in this mode. Arcade mode basically takes Stroke mode and removes the "drawing" physics control. Only stylus L-R placement and hold time affect the accuracy of the ball. I found my scores in this mode comparable or a bit higher than Stroke mode. Games in Arcade mode are also a bit faster, making it a better choice for a quick round when you just have a few minutes to kill. Swing view takes a different approach from Stroke & Arcade modes by changing to an overhead, top-down view of the lane. Much like how many modern basketball titles simulate free throw shooting, the ball icon constantly sweeps from left to right. The player must tap the large "Go" button at precisely the right moment in order to line up the throw. Additional control over the ball's motion is possible by angling the stylus left or right prior to releasing the "Go" button. Additionally, the ball's sweep speed can be adjusted by a gauge in the lower left hand corner of the screen. In all gameplay modes, gutter balls never occurred unless intentionally attempted- a welcome for this reviewer compared to real life bowling results! The only major complaint I have with the game's physics engine is the lack of "flying" pins (bowling aficionados, forgive me for any misuse of proper terminology). When bowling in real life you occasionally have the wobbling, reeling pin that takes a while to fall (or not). Other times a struck pin will fly to the other side and take down a rear pin on the opposite side. I never encountered any of this behavior in MegaBowling. Pins that were struck by the ball were the only ones that fell and everything was either immediately up or down. Some wobble animations and secondary pin knockdowns would have made for a much more realistic experience but also would increase the size & complexity of the game. It's still something I'd like to see added in a future revision.
Graphics & Sound
Controls/Misc
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Article Comments
3 total comments The following comments are owned by whoever posted them. PIC is not responsible for them in any way. login or register for free in order to post comments. RE: Terminology Update...
Thanks for the tip! As I stated in the review, I am not a bowling afficionado or expert by any means. I'll kepe that term in mind next I am bowling in "real life". RE: Terminology Update...
My comment was only meant as a tip in the friendliest manner that my typing allows...lol I did read your disclaimer and figured I would just let you know what it is called in case you were curious.
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They are called "messengers."