Virtual Bowling

In the game, the player participates in a series of bowling tournaments consisting of four 10-frame matches at various alleys against computer-controlled opponents, in order to obtain a high score and progress further.

The game was reportedly rushed to market amid Nintendo planning to cease support for the Virtual Boy, becoming one of the platform's last official Japanese titles alongside Bandai's SD Gundam Dimension War, and was produced under a very limited run.

[3][4][5] In the Tournament mode, the player participates in a series of four matches consisting of 10 frames at various alleys against computer-controlled opponents, in order to obtain a high score and progress further.

[3][4][5] Prior to starting, the player can input their name and adjust various settings such as the ball's weight, amount of wax to apply at the lane's surface or a dominant arm.

[10][11] Following a final call issued by Nintendo regarding Virtual Boy releases before ceasing support for the system, Athena, alongside Bandai, J-Wing and Taito, reportedly rushed their titles to market in order to recoup investment.

[21] The Japanese book Virtual Boy Memorial Commemorative Guidebook gave the title an average rating, stating that "It's pretty good, as long as you don't think about why you should take the trouble to bowl with this hardware.

Nintendo Life's Dave Frear found the game to be a "very impressive bowling sim", praising the 3D visuals, atmospheric sound, responsive controls, tournament mode and catchy music but also criticized this latter aspect for being repetitive, as well as the default power metter setting for enabling easy strikes and lack of a saving system to keep high scores.

Parish gave the game positive remarks for making subtle use of the system's hardware despite the premise, as well as its straightforward mechanics, fast-paced tournament mode and controls.

Gameplay screenshot