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Bowling
Bowling uses the same ten-frame scoring and server-managed turn order across all supported halls. Each lane supports up to six players. Lane occupancy, ball supplies, spectators and scoreboards are separated by location, so lane 1 in one hall is independent of lane 1 elsewhere.
The included Sky Del Perro hall has seven lanes. See Bowling MLOs to enable K4MB1 or another supported map.
Play a game
Open a lane
Use the interaction point at the lane, create or join its game and follow the ready/start prompts. Players at that hall see the relevant lane state.
Collect a ball
Use the interaction prompt at the ball return. A ball is taken from that location's available supply.
Prepare your throw
At the approach, use the interaction prompt to begin aiming. Before dragging, A/D adjusts your position and Q/E adjusts spin. The guide accounts for the selected spin.
Drag and release
Hold the left mouse button on the ball and pull back. The direction and pull distance determine the throw. Release to bowl, or right-click to cancel. Follow the current HUD prompts for the active controls.
Continue or leave
The lane display shows the frames, scores and turn. Wait for the pin/ball cycle before the next throw. Use the session's leave action or /leaveactivity to exit.
What changes between halls
The lane geometry determines aiming, ball movement, gutters and pin placement. Halls can have different lane lengths, widths, orientations, ball racks and displays. Machines animate only where the preset enables compatible Sky machine motion. K4MB1's preset leaves that animation disabled.
If a hall is disabled or its required map resource stops, its games end and its presentation is cleaned up. Starting it again makes it available for new games; an ended game is not resumed.
For configuration switches, resource detection, map conflicts and custom lane coordinates, follow Bowling MLOs.