After each successful set of frames, the player has the option to buy items, including 20 bowling balls each with special powers, such as rockets that allow the bowler to immediately blast the ball in a different direction.
As the game progresses, each frame becomes more and more like specialized miniature golf holes, with alternate routes, obstacles, and so forth.
Wade Tinney and Coray Seifert wrote an article for a book titled Fundamentals Of Game Development,[2] and in this article they talk about how important team building is for games like RocketBowl, "[W]e took the whole team bowling so they could figure out other gameplay mechanics that would work well with bowling".
[2] As well as team building, in an article written on Game Developer,[3] Wade Tinney talked about what went right and what went wrong in the development of RocketBowl listing things like: having a clear vision for the game, a good game engine in Torque, the time they had to make it, as good things that went right and: lack of money, lack of planning, and overall gameplay as things that did not go as they would have hoped.
In a review written by Dave Kosak on November 4, 2004,[4] RocketBowl is described as "the future".