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PIZZA MAN’S AFTER-HOURS BOWLING CLUB

Crusty Lanes

Good dough.
Great rolls.

TEST KITCHEN · BETA — Crusty Lanes is in beta. Scores may reset after major changes. See beta games · Send feedback.

CRUSTY LANES 05

LET’S ROLL.

Choose your game and oil pattern.

Laydown · 4th arrow
4th arrow · 15 ft
At the arrows
At the 12-ft dots
THROW SPEED— mphPull back to set power

Pull back to build power, then release to bowl.

Boards count from the right, looking toward the pins. Approach distance is measured back from the foul line.

FREE PLAY

TARGET

Drag to adjust. Use − / + for fine changes.

Warm ovens. Cool lanes. Your move.

A little spin. A lot of satisfaction.

01 / FIND YOUR LINE

Choose your laydown board, target board and distance. Sight the arrows at 15 feet, or a downlane point up to 60 feet.

02 / GIVE IT A ROLL

Set your approach using the 12-foot and 15-foot dot rows. Hold and pull back to build power, then release. Pull too far and that extra power stays.

03 / CLEAN YOUR PLATE

Clear all ten pins in one roll for a strike, or in two for a spare. Your next rolls add bonus points.

A/D Laydown board · ←/→ Target board · W/S Approach · R/F Target distance · Q/E Spin · Space Hold & release to throw · Esc Cancel stroke · P Pause

YOUR NEXT DELIVERY

Equipment changes are available before your delivery, on your turn.

WELCOME TO THE CLUB

Let the good times roll.

Goal: knock down as many pins as you can across ten frames. Strikes and spares earn bonuses; the maximum score is 300.

  • Ball — roll from your chosen laydown board.
  • Pins / rack — knock down the ten pins in the triangle.
  • Lane / oil zone — the shaded middle changes how the ball hooks.
  • Arrows / dots / boards — aim with boards, arrows and approach dots.
  • Power / mph gauge — pull-back power sets the release speed.

How to play

ActionMouse / touchKeyboard / on-screen buttons
BowlPress the upper lane, pull back, then release. Power can only increase.Focus the lane, hold Space to charge, release to bowl; Escape cancels.
AimSet laydown board, target, distance, approach and spin.A/D: board; ←/→: target; W/S: approach; R/F: distance; Q/E: spin. The setting buttons work too.
Pause and HelpChoose Pause or Help.Press P to pause or resume. Escape closes Help; Resume returns to the lane.

Scoring example

Example: frame 1 is a strike (X). If the next frame is 7 then 2, frame 1 scores 19 and frame 2 scores 9. If frame 2 is 7 then 3 (spare) and your next ball knocks 4, frame 2 scores 14. A 7 and 2 open frame scores 9. In frame 10 a strike earns two fill balls; a spare earns one.

Modes, rooms and recovery

Verified Classic solo games can reach the ranked board; Practice does not. Private rooms let 2–4 people join by link and take turns on separate devices. Retry verification or saving before leaving this page. Reloading or closing loses an unfinished Classic solo game and its unsaved score; start a new game. A private room keeps its server state: reopen the same invite on this browser to rejoin while it remains active. Reloading or closing Practice loses its current rack; choose Practice to start again.

Advanced rules: oil patterns, balls, spin and simulation limits

Choose your laydown board, target, ball and spin before the shot. Hold your mouse or finger on the upper half of the lane, pull back to build power, then release to bowl. The gauge on the right keeps your strongest pull: moving toward the start cannot reduce power, and pulling farther adds more. White marks your last throw. Release at the power you want; an overshoot stays with that delivery.

Keyboard: focus the lane and hold Space to build power, then release to bowl. Power only increases and stays at maximum if you hold too long. Escape cancels.

Boards are numbered from 1 at the right gutter to 39 at the left, looking toward the pins. The centre is board 20. The seven arrows are on boards 5, 10, 15, 20, 25, 30 and 35, at 15 feet. Target distance moves your sighting point from the 15-foot arrows to anywhere downlane up to the head-pin distance at 60 feet. The guide shows your initial line to that point; spin and lane friction can move the ball off it.

Positive spin adds a left hook; negative spin adds a right hook. More spin changes the rotation axis while keeping the same total spin rate. A stronger hook needs a suitable launch line, and can still reach the gutter.

Laydown is the ball’s board at release, not your slide-foot board. Approach sets the starting position of your front foot, 6–18 feet behind the foul line. The two setup-dot rows are at 12 and 15 feet. A position in front of a row is closer to the foul line; behind is farther away. Pizza Man walks to the same foul-line release. Your throw sets the ball speed, regardless of approach length.

A strike scores ten plus your next two rolls. A spare scores ten plus your next roll. The tenth frame includes bonus rolls after a strike or spare. A perfect game is 300.

Choose a house or sport oil pattern. Practice repeats full racks or spares. Classic records verified solo games; online games connect 2–4 players by private link, each on their own device. Your first-ball line, ball and spin settings are saved per pattern and restored for a fresh frame after spare adjustments. Every delivery needs a new throw.

Pepperoni is reactive for the strongest downlane hook; Black Olive uses urethane for a smoother arc; Mozzarella uses polyester for straighter spare shots. The same spin setting reacts differently on each oil pattern.

Sport patterns use published USBC layouts adapted for this game. Every delivery starts on fresh oil. Overall rankings have up to three totals per player: the best games on each pattern, then the second-best games, then the third-best games. The site medal table uses these overall ranks.

Switching away or leaving fullscreen pauses your delivery. Your completed score stays available if verification or saving needs a retry.