Select your remaining pins, then explore a suggested release and arrow target. Identify estimated ball and pin collisions.

1. Choose the standing pins

2. Your bowler & release

Offset: distance from your sliding foot to the ball at release, toward your throwing hand. Drift: positive means toward higher board numbers. Measure these from your own shots.

Collision model & calibration

Ball and pins exchange momentum through two-dimensional collision impulses. Ball weight sets ball mass; pins use an assumed mass of 1.6 kg. Moving pins can strike other pins. Sliding friction slows pins; restitution controls bounce. A pin is classified as fallen when its simulated speed exceeds the adjustable toppling threshold. This is a proxy for tipping, not a three-dimensional tipping calculation.

Standing pins use circular footprints; fallen pins use enlarged circular footprints to approximate their reach. Side-wall kickbacks are modeled only beside the pin deck (59–64 feet), not along the lane. Pins and the ball can rebound from these walls and collide again; objects entering the rear pit leave the simulation. Wall gap, restitution, friction, and toppling use fixed internal assumptions; they are no longer user-adjustable. Automatic exploratory trials vary those assumptions and release conditions within fixed ranges. Trial counts are not calibrated probabilities. Published 7–10 conversion statistics are shown separately; the simulator does not manufacture a successful collision by randomly applying those percentages. The model omits actual pin shapes, spin, vertical motion, and rear-pit rebounds. Defaults are assumptions, not measured bowling coefficients. The model needs calibration against many real shots before it can estimate conversion probabilities reliably.

Speed and rev rate affect the uncalibrated approach curve; speed also sets impact velocity. Gender, height, and body weight do not determine release mechanics. The quick search includes thin hits as well as central hits. The detailed search tests release boards in one-board steps and aim offsets in 0.2-board steps across the contact width of every remaining pin, keeping side-wall routes in the search. It uses your current speed, hook, and collision settings without automatically increasing bounce to force a conversion. Pin deflection after impact is simulated, so the original approach line is checked for gutter clearance only up to its intended first contact. The search still evaluates a limited set of lines and optimizes estimated total pinfall. Failure to find a clearing line does not prove a configuration impossible. The drawn lane is compressed lengthwise.

3. Your practice line

Start foot—board
Release ball—board
Arrow target—board

Start foot is the suggested lateral board for your eventual sliding foot before your approach. Slide foot at the foul line: —. Approach distance, release technique, and approach timing are not inferred.

Geometry reference: USBC equipment specifications. Arrow guide is shown approximately 15 feet downlane.