Genre: | Sport Game: Action |
Publisher: | Kixx |
Cover Art Language: | English |
Machine Compatibility: | Spectrum 48K, Spectrum 128K, Spectrum +2 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464, Atari ST, Commodore 64/128 & Spectrum 48K |
Compatible Emulators: | ZXSpin (PC (Windows)) Nutria (PC (MS-DOS)) |
Original Release Date: | 6th October 1988 |
Original Release Price: | £2.99 |
Market Valuation: | £2.50 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | John Prince & Donald J. Campbell |
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This is a highly addictive game for a group of friends who can compete on equal terms - the computer keeping track of the score. Read Review
Ten-pin bowling sounds an unlikely sport to be represented by computer, and unfortunately 10th Frame proves it to be unsuitable - the game just fails to impress. Read Review
The graphics are fairly average, with some nice animation on the bowler, but the game's biggest downfall is the annoying pause after every go. Read Review
Bowling game with no outstanding features. Even the background colour is jaded. But if bowling's your game... Read Review
It's a shame really that the packaging looks so dull and dated 'cos there's a really good game in there trying to get out! Read Review
The challenge, for all the fine programming, is all but non-existent, and the game is pretty dull. Read Review
The animation, such as it is, is good and the graphics are fair and, although it will suit those who are ten pin bowling fanatics, the impulse buyer may find it repetitous and overpriced. Read Review
Get out that shirt, put on your bowling shoes and get ready to roll with 10th Frame! This simulation gives you the look of 'real' bowling through outstanding graphics and a true perspective view. With multiple levels of play, realistic pin action and automatic scoring, 10th Frame is a bowling experience the whole family can enjoy.
Up to eight players can play. If you select League Play press L or O for select Open Bowling. If league play is selected, you will have to supply the following information:
Team names,
Number of players,
Players' names, and
ability and Number of games to play (up to 5).
If Open Bowling is selected, you will have to supply the following information:
Number of players,
Players' names and
ability and Number of games to play.
Entering player names and ability: Type name of player and press ENTER. Then select ability level by pressing K for Kids, A for Amateur or P for Professional. A description of each level follows:
Aiming Your Throw:
Position both bowler and "mark".
Push joystick forward to activate "mark" and position it by moving joystick Left/Right. Position bowler by pulling back on the joystick to de-activate "mark" then move joystick left/right.
Throwing the ball:
Set the speed and throw the ball straight or with a hook. It requires timing and concentration to be viewed using the Speed/Hook Indicator.
To start approach press the Fire button. To set speed release Fire button when indicator reaches desired zone.
Releasing button at the bottom gives you minimum speed. When the button is released the setting you have chosen is locked on the indicator.
Set hook by pressing Fire button when indicator is in hook zone.
When each player bowls, a line score appears on the top portion of the screen and shows the last five frames' scores. An overall scoreboard appears after bowlers have completed a frame. Press Fire button to resume play after the scoreboard.
No matter whether you bowl a straight or hook shot, the best position to aim for is the pockets between the front three pins for your initial shot.
To be successful you must be able to make spares that is to knock down any pins left after your first ball with the second ball.
A game consists of ten frames. A strike counts ten pins with the first ball plus the total number of pinks knocked down by the following two balls (shown as a square on the scoreboard).
A spare counts ten pins, plus the number of pins the bowler knocks down with the first ball in the next frame. (Spare shown as a play symbol on Scoreboard.)
When a bowler fails to make a strike or a spare, only the knocked down pins count and no scoring is carried over to the next frame. A perfect game is twelve consecutive strikes to score a maximum of 300. This includes one strike for each of the ten frames plus one strike for each of the two extra, or bonus chances the bowler receives for scoring a strike in the 10th Frame.
Abort Game:
Return to "Select" Screen at any time by pressing CAPS SHIFT and BREAK.
Replay Feature:
To restart at first frame without changing names, etc, press P from "Select" screen
Automatic Demo:
If left for one minute computer will demo. Press D from "Select" screen to start manually.
O - Left, P - Right, Q - Up, A - Down, CAPS - Fire
LOAD"" (ENTER)
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
Download | What It Contains |
---|---|
A digital version of 10th Frame suitable for ZXSpin (PC (Windows)), Nutria (PC (MS-DOS)) |
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