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Old 24-02-2008, 10:45 AM   #1 (permalink)
TotalNV
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Default FAQ for New Members

If you're new to the SGC Bowling Club, here are some FAQs which you may find useful in understanding our team and our activities.

Members, in order not to flood this thread, I request that you DO NOT reply to this thread so as to keep it clean and easier for new members to access the information. This FAQ will be updated as and when there are any changes. Thanks.


1. When did this Bowling Team start?
- On 12 November 2007, Storm decided to form up a bowling team with potential of sending a squad to participate in leagues when the team matures. Bowling Clinics were to be conducted for members of SGClub regularly.
We commenced our first ever Saturday Bowling Clinic on 12 January 2008. With some demand for a weeknight training, we rolled out the Monday Bowling Clinic on 28 January 2008, and have been having regular trainings and bowling sessions ever since.

2. What is B.O.B., and what does it stands for?
- B.O.B. is the SGC Bowling Club's official team name. It is an acronym for Band of Bowlers.

3. Where and when are the Bowling Clinics (Training sessions)?
- We have two sessions weekly. One on Saturday afternoon from 12pm to 2pm, and another session on Monday evening from 8pm to 10pm. Venue is at Planet Bowl CSC. Note that the timing may be subjected to extension and/or amendment, and the location is fixed unless otherwise advised due to unforeseen circumstances.
League bowlers have an extra training session every Thursday evening, but we do welcome non-league members to join us should they be interested to learn more. Watch this thread for more information.

4. Do I need to attend both sessions?
- We encourage you to attend both sessions if your time and schedule permit. However, if you're unable to attend both sessions, you may attend either one of them.

5. Are the Bowling Clinics fixed every week?
- No. As much as we would like to fix it on a weekly basis, the session will also depends on the availability of the lanes. Please check back here in the respective thread for any announcement.
Thread for Saturday Bowling Clinic
Thread for Monday Bowling Clinic

6. What do I need to pay for the Bowling Clinic?
- Effective 28 April 2008, a S$5 coaching fee will be imposed on each bowler. The lane charges are charged by the hour (not by games), and are shared equally amongst the attendees, so there is no fixed amount. As we will cap the number of bowlers per lane to three, you will be looking at a maximum of S$21 per session.

7. I am a complete beginner. Can I still join the bowling clinic?
- We welcome ALL SGC members to join us. Whether you are a beginner with no personal equipment, or an advanced bowler, as long as you have the passion and desire to grow & improve your bowling games, you most certainly can join us. We do, however, request that you can be regular in attendance.

8. Who is the coach?
- His SGC alias is Storm.
He is a certified coach with certification from ABF (Asian Bowling Federation), and is also under certification from USBC (United States Bowling Congress).

9. How do I join the Bowling Clinic if I'm interested?
- You may contact the organizers of the Clinic as follows:
Monday Bowling Clinic : Desmond @ SuperFuryPearl at 8161 9552
Saturday Bowling Clinic : Daniel @ TotalNV at 9338 6866

If you would like to become an official member of Team B.O.B, kindly refer HERE for the registration form. If you have problems with the registration, please contact Daniel @ TotalNV.

10. Does the team also have regular bowling sessions outside training hours?
- Yes we do. Such sessions are either planned or on an ad-hoc basis. Please refer to this thread for all ad-hoc bowling sessions. As for the planned sessions, they will be publicized in this forum. Hence, please check the forum for more information.

11. Is the team participating in any leagues?
- Team B.O.B is currently bowling in the Weekly Wednesday Trios League at Orchid Bowl, The Chevrons. The league commenced on 4 June 2008, and will run for 24 weeks. The Team Captain is LCO Yapster, and Vice Captain is COO TotalNV. More information about the league can be found on our official website, www.teambob.sg.

12. Does the team have a designated team tee-shirt?
- Yes we do. However, ordering of the t-shirt is closed, and we are currently not taking any orders until further notice. We will only open up the t-shirt for ordering when we have sufficient new orders. Do indicate your interest to any of the Officers, and we will take note of it.

13. Does the team have a website?
- Yes we do. Visit our website at www.teambob.sg.
It is currently in its development stage, and there's a lot more to be done. We welcome all constructive feedbacks and suggestions from members. All communications and interactions will still be centralized here in sgclub.com at the moment.

14. Who is running the bowling team?
- A Board of Officers (committee) has been set up to run the whole bowling team. Here is the Team B.O.B Organization Chart:




Updated: 6 June 2008


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Last edited by TotalNV : 06-06-2008 at 04:52 PM.
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Old 29-02-2008, 07:02 PM   #2 (permalink)
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Default Bowler's FAQ

this article is taken from a bowling site which will answer to most questions you wanna ask as a bowler but dont know where to get the answer

but just take it as a reference only

thank you ...


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~
Bowlers specs(see "Bowler Specs" section to determine)

Speed

Revs

Axis tilt

Axis rotation

Desription:
Weight (Pre-drill)
Top weight (Pre-drill)
Pin to CG distance

Surface prep

Drilling
Pin to PAP distance and Pin to grip center distance
CG to PAP distance and CG to grip center distance (up/down)
MB (either premarked or measured) to PAP distance and MB to grip center distance.
Clock or ° of drilling (see "Drilling" section).
Balance hole location, size, and depth.
Post drill weights (top/bottom, pos/neg side, finger/thumb) if known.

Conditions
I prefer to use a comparision to another ball or balls for this, because what one may consider heavy oil may be medium oil to another and vise versa.
List the length and type (tree, top hat, etc) of the pattern if known.

Lane material; synthetic, wood, combination.

Line being played

Arrow board/Break point board @ x'. (Examples: 15/5@45', 10/6@45')

Again this is a good time to use a ball comparision.

Ball path shape

Backend; Flip, Strong Arc, Arc, etc.

Midlane; Straight very little midlane read, Late midlane read small move, Early midlane read strong move, etc.

I list this as a guide line in hope that we can cut down on the "ball good, hook big, hit like nuclear warhead, get 1" reviews that have been popping up at an alarming rate lately, because they are of no use to any of the members of this board except for a laugh.

BALL DYNAMICS

CORE TORQUE
Internal or core torque refers to the mass distribution within the core and the internal lever arms created by the core. Core torque is an assigned value of the ball's ability to combat roll out, the complete loss of axis tilt and axis rotation. High torque balls are more effective than lower torque balls at delaying roll out. Core torque can also be one indicator of the type of reaction that a bowler can expect at the breakpoint with high torque balls having the propensity to be more "violent" and the lower torque balls tending to display a more even, predictable transition from skid to roll.

DIFFERENTIAL
It is the difference between the lowest and highest RGs. You compute the high and subtract the low from that and you have the differential. There is no minimum for differential. What differential tells you: RG Differential is an indicator of track flare POTENTIAL in a bowling ball. Differentials in the .01s to .02s would mean that a ball has a lower track flare potential, .03s to .04s would be the medium range for track flare potential, and the .05s to .080 would indicate a high track flare potential. These ranges above are not based on cardinal rules. They are BTM in-house rules of thumb because there are no published guidelines. Also, differential is a guide to the internal versatility of a ball. It can indicate just how much of a length adjustment can be made through drilling. A low differential will allow for only a modest variance in length (from shortest drilling to longest) which may translate into as little as a foot or two. An extremely high differential may translate into a length window in the neighborhood of eight feet.

DYNAMIC IMBALANCE
The planned apparent imbalance in balls due to high tech cores and drilling techniques. Many people claim that this has created balls that hook out of the box with a lessening requirement to have the skill to impart the hook and power by the bowler themselves.

DYNAMIC WEIGHTS
In the old days, before the advent of modern core design in balls, the center of the ball was, more or less, symmetrical. In today's high tech computer designed ball cores and multiple cores designs, you can have cores that are not evenly balanced and distributed within the center of the ball; this allows balls to be drilled and designed in a manner that the apparent "weight" of the ball can shift depending on the drilling pattern; i.e., it is not "static" it is "dynamic".

FLARE (TRACK FLARE)
The migration of the ball track from the bowler's initial axis, the axis upon release, to the final axis, the axis at the moment of impact with the pins. The more flare created by the core the more hook potential for given coverstock.

MASS BIAS
Simply put, the mass bias in a bowling ball occurs when the mass (weight block or portion of weight block) is bias (more dominant) in one direction inside of an object (in this case a bowling ball). If you took a bulb shaped, single density core and positioned it dead center from side to side inside the ball, there would be no mass bias. You also would have a ball that is a pin in. In order to kick the c.g. away from the pin to create a pin out ball, you have to "tilt" the core inside the ball, or place the entire core slightly off center. This became a common practice among manufacturers as the demand for pin out balls increased. When this is done however, you create a "dynamic imbalance" inside the ball because the mass is more dominant or "bias" in the direction of the "tilt" or "offset". That is the most important factor when discussing the mass bias, it is a DYNAMIC POINT ON THE BALL. Positioning the mass bias in different positions when laying out a ball will have a great impact on the "motion" the ball will make as it is going down the lane. (even arc, hook/set, skid/flip and so on) There are people who will argue that static imbalances (finger weight, side weight etc.) are more important than dynamic imbalances. My reply to that, is that a dynamic imbalance is a real point in the ball, it is constant and does not change unless you alter it by drilling into it with a drill bit. A static imbalance or the c.g., will change as soon as you put one hole in the ball. It will change again with each additional hole you put in the ball as well. While static weights can be used to "fine tune" the reaction of the ball at the break point, it is the dynamic lay out that dictates the roll of the ball. If a pro shop operator truly understands the principals of the mass bias and how to apply them, they can greatly increase your overall satisfaction with the ball you purchase.
On a ball that doesn't have a premarked MB it's theoretical position can be found by measuring from the pin through the CG 6.75".

PIN PLACEMENT (Pin to CG)
A Pin-in ball (when the pin is located within two inches of the CG) is excellent choice for control and less hook; a Pin-out ball usually can be made to hook more and flip more dramatically than pin-in balls; they often give the driller more options.

PREFERRED SPIN AXIS (PSA)
This is the final position of the axis after the ball has lost all axis rotation and tilt. The length of time it takes for the ball to reach it's PSA and it's post drilling PSA are influenced by the amount of friction, the drill layout, and bowler's specs.

RADIUS OF GYRATION (RG)
The measurement that tells us the core's impact on the skid potential of the ball. "Identifies how fast a ball begins to rotate once it leaves the bowler's hand. Three designations for RG balls are low, medium, and high. A high RG ball goes longer because it takes longer to begin rotating and stores its energy on dryer conditions. A low RG ball revs up early and is a more evenly arcing ball used on wetter conditions. There are three axes on a bowling ball used to measure RG (radius of gyration). The lowest RG axis (usually denoted by the letter Z) is the axis through the pin. The highest RG axis (usually denoted by the letter X) is located 6-3/4 inches from the pin through the center of gravity (CG or heavy spot). The intermediate RG axis (usually denoted by the letter Y) is located 6-3/4 inches from both the low and high RG axes.

Even though all bowling balls of a given weight are about the same size (minimum diameter of 8.500 inches to 8.595 inches), these balls are constructed differently. Some use two materials (one shell and one core), others use three or four or five or more pieces to construct the shell(s) and core(s)
Each of the materials used has a density (which roughly translates into weight per unit of volume). Zirmonite (as used in the Columbia pin) is denser (heavier by volume) than Bismuth Graphite (used in the core of the Brunswick Zones) which is denser (heavier by volume) than the fired ceramic that is used in the Columbia and Track cores. These and the other dense-material cores used by other manufacturers are all heavier by volume than the material used in the main cores. The main core material is denser than the foam-like material used as outer cores or inner shells, the purpose of which is to keep some balls in compliance with the ABC/WIBC weight limitation and to help pinpoint a certain RG value. Then there is the urethane used for the outer shell of the ball which by density fits in between the core materials.

Even though you may have a bowling ball with as few as two parts or as many as five or more, all balls have one characteristic. They will act as if all of their weight is located at a point some distance away from the rotational axis. This distance is the radius of gyration (RG). For example, a bowling ball has a maximum allowable diameter of 8.595 inches (maximum radius = 4.2975 inches). Theoretically, the RG could be any distance from just over 0 inches--by placing ultra-dense materials in the center of the ball and extremely lightweight filler beyond--to just under 4.2975 inches by placing ultra-dense materials near the outer shell and filling the inner areas of the ball with lightweight foam.

In the first example, the ball would be as center heavy as possible. In the second, it would be as shell heavy as possible. The problem with unlimited RG is that the two extremes would produce variations in ball performance that would be enormous. One would roll immediately and the other would "lope" all the way through the pin deck.

The ABC/WIBC, in an attempt to limit the amount of variation in ball performance that could be achieved through construction, placed minimums and maximums on RG. The rule states that the minimum RG can be no lower than 2.430 inches and no greater than 2.800 inches. This means that every ball must act as if its entire weight (mass) is rotating at a distance of not less than 2.430 inches or more than 2.800 inches from the axis. Since the total span of RGs ranges from 0 to 4.2975 inches, technically all bowling balls fall within the overall medium RG range. However, when anyone in bowling talks about RG, they are not referring to the total range of possible RGs, but instead only to the RG range allowed for the sport--2.430 to 2.800.
In the At a Glance chart and in ball reviews and comparisons in BTM, the following scale is used for low flare potential balls:

Low RG = 2.430 to 2.540
Med RG = 2.541 to 2.690
High RG = 2.691 to 2.80

There is a slight upward adjustment for high flare potential balls. Determining the RG: For BTM fellow ball geeks, the formula for finding the radius of gyration (usually denoted by the letter k) is: the square root of the ball's moment of inertia divided by its mass (k-squared = I / m)."* What RG tells you: Like with everything else in bowling, RG--in and of itself--tells you very little. It is ONE indicator of length. The characteristics of the three types of balls are as follows:
A low RG ball will be easier to "rev up" and it will rev faster quicker because most of the mass is located relatively close to the center of the ball. Since it revs faster sooner, it also wants to hook sooner. Medium RG balls are intermediate-length balls. They are a little more difficult to spin (takes more power) so most bowlers will see a slight loping characteristic through the heads and early midlane followed by a faster revving action and later hook--than you would get with the low RG ball. High RG balls are the hardest to rev up since the mass is concentrated farthest from the center and therefore bowlers will see longer lope, much later revving up, and the latest hook from these balls.


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Last edited by Storm : 29-02-2008 at 07:25 PM.
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Old 29-02-2008, 07:04 PM   #3 (permalink)
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Default Re: Bowler's FAQ

BOWLER SPECS

TRACK LOCATION DEFINITIONS :
Full Roller: Goes between

High-roller/High-tracker: Within a half inch or sometimes hits the thumb

Semi-roller: .5 to 3 inches

Low-roller/low-tracker: 3 to 5 inches

High-spinner: 5 to 7 inches

Low-spinner: more than 7 inches

STYLE

In terms of rev rate (less to higher revolutions):
Stroker - Tweener - Power Player (can be power stroker or cranker)

In terms of wrist and elbow manipulation (less to higher):
Stroker - Tweener - Cranker

CALCULATION OF REV RATE

From Brian Pursel: Product Manager, Ebonite
RPM's, or revolutions applied, is the speed of the revolutions. The faster the revs, the greater the turning force is at the breakpoint. To measure RPM's you will need a low flare ball (spare ball is good), a piece of tape (4 to 6 inches long), and a video camera. Place the piece of tape running from the bowler's PAP to above the fingers. Film from behind, with a close up of the hand at the release point. As the ball is being released, stop the tape. Assign the tape a position on a clock (i.e. the piece of tape points to 10:00). In slow motion, click off 10 frames and freeze. Count the amount that the tape rotates as hours, as if it was the hour hand on a clock. Multiply the amount of hours by 15. (For example, the ball started at 10:00. After 10 slow motion frames the tape ended at 5:00, passing 10:00 once). One complete rotation around (10:00 to 10:00) counts as 12 hours. 10:00 to 5:00 (the ending position) equals 5 hours. This is a total of 17 hours of rotation. Multiply the amount of hours (17) by 15. This equals 255 Rpm's. The other way to measure revolutions is called hand revs. You will also need the piece of tape and a video camera for this. Repeat the steps for measuring RPM's, however let the ball travel 15 feet down the lane. This is the distance of the fourth arrow. Note the starting position of the tape and count the amount of times the ball has rotated using fractions, not hours. Take the total amount of rotations and multiply by 4. This equals hand revs. For example, the ball started at 9:00 and ended at 3:00, passing past 9:00 three times. This would result in 3 1/2 rotations. 3 1/2 X 4 = 14 hand revs. Why do we not count the total amount of revs the ball rotates all the way down the lane until it hits the pins? Because friction will slow down the ball speed and create additional revolutions. By using the first 15 feet, we are counting the rotations in the presence of lane oil, a very low friction environment. In our Surface Friction Selection Chart, we use hand revs rather than RPM's.

AXIS ROTATION
The point that your PAP is facing at release (facing gutter 0° facing foul line 90°). Higher degrees of Axis Rotation promote skid and delay ball reaction.
AXIS TILT
The vertical inclination of you axis at release. This can be determined by measuring your track diameter (for every 1" < 13.5" = 6 2/3° of tilt) The less axis tilt you have, the sooner the ball will go into a roll. Higher degrees of axis tilt promotes skid. Being able to change your axis tilt using your release style is a very important tool in your scoring arsenal and in your ability to be able to play the lane condition.

PAP (POSITIVE AXIS POINT)
The axis of the ball during the first few revolutions that is created totally by the bowler's release style. The point on the ball that is equidistant from all points of the release ball track.
Ways to find it:
Least accurate: Draw a perpendicular (90°) line 6.75" from your track through grip center the end of the line will be close to your PAP.
Very accurate: Use an Armadillo Axis point locator tool. Place the Armadillo on your track using the line that most closely represents your track arc and mark the spot indicated by the Armadillo.
Exact: Roll low flare (spare) ball down the center of the lane where the highest concentration of oil is then using a grease pencil trace your track. Place the ball in a spinner with the track down and orient the ball to where when it it spinning the trace line doesn't wobble up and down. Then take the pencil and place it on the top of the ball and move it around until it goes from making a circle to a defined dot, or use a quarter scale/pro sect tool and draw a line connecting your track at points that are 180° from each other and repeat the step at a point near 90° from the first line where the 2 lines intersect is your PAP. If you do not have a low flare ball you can use any ball as long as you use the track that is closest to your thumb and farthest from your fingers. This is the release track, because as a ball flares the track migrates away from the thumb and towards the fingers.
If anyone would like reasons for why one is more/less accurate than the other I would be happy to explain.

REVS/REVOLUTIONS (Hand/release)
The number of times the ball rolls over its axis in the first part of the lane before it encounters friction or starts to migrate towards it PSA. Usually converted into Revolutions per Minute.

REVS/REVOLUTIONS (total)
This is the total number of times the ball rolls over it's axis from the point of release to the pin deck. This is not as accurate a representation of revs because it can be influenced by when the ball goes into a roll and the bowlers speed.

SPEED CALCULATION
With a stop watch check the time it takes from release to head pin. I suggest at least five times to get a more accurate average.
40.91 divided by ave/time = MPH

DRILLING

AFFECTS OF SPAN AND/OR PITCH CHANGES

All L/R pitches are from a RH point of view when refering to soreness.
When refering to L/R for fingers and thumb it is when looking at the back of the hand.
Thumb Pitches:
+ Reverse = Earlier thumb exit, increased grip pressure may be required, possible soreness to the front or back of the thumb.
+ Forward = Later thumb exit, reduced grip pressure may be required, possible soreness to front or back of the thumb.
+ Left = Reduced axis rotation, possible soreness to right side of the thumb at the base and left side at the tip.
+ Right = More axis rotation, possible soreness to the left side of the thumb at the base and right side at the tip.
Finger Pitches:
+ Reverse = Less lift, earlier finger exit, reduces rotation, possible soreness to the pad side.
+ Forward = More lift, later finger exit, increased rotation, possible soreness to nail side, or broken blood vessels under the nail.
+ Left = Axis tilt enhancer if all pitches are biased left from your normal pitches, possible soreness to right side of finger tip.
+ Right = Possible soreness to left side of finger tip.
Span:
+ Span = More loft, more axis rotation, more reverse required, possible soreness; thumb tip nail side, thumb base away from nail, blood under thumb or finger nails, finger pads.
- Span = Less loft, less axis rotation, more forward may be used, possible soreness; at the crease of first knuckle on fingers away from nail, thumb knuckle nail side, blood under thumb nail (clipping), thumb side away from palm.

SPAN CHECK
With your thumb fully inserted into the ball lay your fingers across the finger holes the midway point between the first and second knuckles should be even with the edge of the hole closest to your thumb.

SARGE EASTER GRIP
Drilling middle finger fingertip while drilling ring finger conventional.
Mostly used by power players to get more consistent release, cut down some revolutions and sideroll

COKE BOTTLE TEST
This test is used as a starting point for finding your ideal Lateral Thumb Pitch. If you do not have a Coke bottle you can also use your no bowling forearm/wrist by placing your hand around the point on your arm to where your thumb almost touches your fingers.
Table:
Index finger = 1/8 lateral away from palm
Between Index and middle = 0
Middle = 1/8 lateral under palm
Between middle and ring = 1/4 lateral under palm
Ring = 3/8 lateral under palm

AFFECT OF PIN PLACMENT
Pin to PAP distance:
0" - minimum flare potential, core is in it's most stable position, earliest roll with smoothest arc.
1 1/8" - 1/3 of flare potential, stable core position, earlier roll with smooth arc.
2 1/4" - 2/3 of flare potential, semi stable core position, early roll with strong arc.
3 3/8" - max flare potential, most unstable core position, medium length with the most hook potential.
4 1/2" - 2/3 of flare potential, semi stable core position, late roll with flip/arc reaction.
5 5/8" - 1/3 of flare potential, stable core position, later roll with a flip reaction.
6 3/4" - minimum flare potential, stable core position, latest roll with strongest flip.
Remember : These reaction charcteristics are all relative to the conditions they are being used on and may not perform as expected due to burning up too early or not setting up early enough.
Pin to grip center (GC) distance: The higher the pin above grip center the more lenght you will get fot given pin to PAP distance. The placement in relation to GC also affects where the tracks of track flare intersect (bow tie). Higher pin = Higher intersection. For this reason they suggest high trackers place the pin higher above GC to reduce the risk of flaring over the finger holes.

AFFECTS OF MASS BIAS (MB) PLACEMENT
As the angle goes from 75° (strong/flip) to 0° length will be reduced and have more of an arc reaction. From 75° to 105° lenght will increase and have more of an arc reaction. Beyond 105° the reaction will keep a very similar reaction but with more length.
Remember : These only enhance the characteristics of the given ball and Pin placement and the flip (strong) position may not necessarily have the biggest backend reaction on given condition due to many other variables that affect ball reaction (bowlers specs, lane condition, etc.)

DEGREE SYSTEM
The degree system of drilling a ball is when a drill pattern is described or layed out by using the relationship between the angles of the lines from PAP to Pin and Pin to MB.
Examples: (A=PAP, P=Pin X=MB)

P-A-X is 0° P-A is 45° P-A is 90° P-A is 135° X-P-A is 180°
\ | /
X X X

These are obviously not exact but they are good enough to get the meaning across.

CLOCK/TIME SYSTEM
This system does not use the PAP for reference when desribing the layout other than in pin to PAP distance, it uses the relation between Pin and CG or Pin and MB. Pin is the hour hand and CG/MB is clock center.
Example: Pin on bridge line and CG/MB swung at out 45° to the right would be a 10:30 drilling, Stacked=12:00, 45° left swing = 1:30, etc.
This system does not give as accurate a description as the Degree System IMHO.

FORWARD PITCH
Angling of the thumbhole or finger holes where the bottom of the hole is pointed toward the center of the grip.

REVERSE PITCH
Angling of the thumbhole or finger holes where the bottom of the hole is pointed away from the center of the grip. It is used to help the thumb exit sooner; although very common, too much can cause the ball to fall off the hand early and may require increased grip pressure.

LATERAL PITCH
Left is when the bottom of the hole is biased toward the left side of the ball.
Right is when the bottom of the hole is biased toward the right side of the ball.
Used to assist in the exit timing of the ball (i.e. how fast or easily it comes off your hand); improper lateral pitch can cause blisters or sore spots on your thumb or fingers.

AXIS LEVERAGE
A drilling pattern with the Center of Gravity located on the bowler's P.A.P. and the pin in the leverage position.

STACKED LEVERAGE
It is a drilling pattern with both the pin and the cg located 3-3/8" from the bowler's P.A.P., usually requires an extra balance hole.

STATIC WEIGHTS

CENTER OF GRAVITY (CG)
The heaviest part of a bowling ball. The CG is signified by a dye mark placed on the ball by the manufacturer designating the center of the weight mass relative to the top of the ball.

NEGATIVE WEIGHT (thumb, bottom, negative side)
Weight on a ball that tends to hold back the hook and/or to get the ball into a roll earlier; bottom weight, negative side weight and thumb weight are considered negative weights.

POSITIVE WEIGHT (top, finger, positive side)
Weight on a ball that tends to enhance the hook and/or to get the ball into a roll later down the lane; top weight, positive side weight and finger weight are considered positive weights.

BALL MAINTENANCE
SANDING
These are the methods that I use;
4 Step:
1. Holes facing up, sand for 30 seconds
2. Rotate the ball 180° to where holes are facing down, sand for 30 seconds
3. Rotate the ball 90° , sand for 30 seconds
4. Rotate the ball 180°, sand for 30 seconds
6 Step
1. Same as 4 step
2. Same as 4 step
3. Same as 4 step
4. Same as 4 step
5. I use this step when I am trying to get a small length change because 1 grit smoother or courser is too big a step. I base the ball position off of my track and the desired change;
More length – sand parallel to track
Less length – sand perpendicular to track
6. Rotate the ball 180°
I find that using these 2 extra steps works better for me, when I use a bit of polish with courser grit, for slightly less length or with the current grit for more length, it becomes harder to replicate the surface.

POLISHING
I use the same ball positions as in my 4 step sanding method. I start by polishing for 30 seconds per step and adjust from there for desired reaction. If I need to remove a small amount of polish I use a white scotch bright to achieve the slight dulling affect.

CLEANING
I recommend cleaning after every session with any of the ABC approved cleaners and giving the ball a deep cleansing once a month using the soaking technique. I use Simple Green, Orange Clean, Purple Power, etc (diluted 4 parts water to 1 part cleaner) for deep cleansing. I prefer these cleaners over regular dish soap due to their increased degreasing properties.

I also prefer “Ball” cleaners for every session use due to the fact that buying actual ball cleaners helps to support the sport.


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Last edited by Storm : 29-02-2008 at 07:27 PM.
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Old 29-02-2008, 07:05 PM   #4 (permalink)
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Default Re: Bowler's FAQ

DOC’S MAGIC ELIXER

What it is
Doc's Magic Bowling Ball Elixir has been accepted for use before or after ABC/WIBC sanctioned league events.The Elixir's main purpose is to slow down and virtually eliminate oil absorption into todays new high tech expensive coverstocks. This is accomplished by a chemical process that does not affect the overall performance of the coverstock. It allows all coverstocks to function as they were intended whether Particle, Reactive Resin or Urethane. Whether the coverstock is polished or dull the Elixir adds performance. Other benefits that bowlers are seeing are that the bowling balls are absorbing less dirt and cleaning becomes much easier and faster. Some bowlers are also noting that the ball gets through the heads cleaner and that they are experiencing some added length and stronger backend reactions. Wiping the ball after each frame with a towel takes off virtually all the oil and the ball has that just cleaned feeling. Belt marks and pinmarks come off much easier as well.
So how does it work?
The Elixir does this by chemical bonding with the coverstock and does not allow the oil to permeate into the coverstock. The coverstock is allowed to perform the way you expect it whether dull or polished.
Some products on the market offer increase hook potential and others increase length but they do so at a price. Increased hook usually means the balls become tacky and everything sticks to them, dirt, belt and pin marks and the cover needs excessive cleaning and resurfacing. Energy is used up early as well and if the ball recovers it hits flat. Increased length means the balls surface has no surface friction to grab and the result is the oil from the lane sticks to the surface of the coverstock all the way down and isn't shed so late or no recovery is the result. The Elixir creates length with recovery and here's how. Special chemicals in the Elixir allow the the ball to skid in the heads when it first contacts oil. This creates length. The ball also revs up faster because of lower surface friction. This allows the ball to gain momentum in the front part of the lane without losing too much energy. When the ball reaches the midlane and starts to roll it begins to shed the oil from the surface because oil does not stick to the Elixir. This keeps the balls surface drier and this helps the ball grab the dry on the backends. This is what creates recovery. So with the increased energy retention the ball carries pins better. Bowlers also notice that because less oil is being picked up on the ball they need to adjust their lines less frequently and cleaning is just a matter of a wipe away.

Aplication
Application of the Elixir is a very simple process. Although starting with a new ball is probably the best way it isn't necessary. First clean the ball to remove as much oil from the coverstock. This is a very important step. This can be done by a variety of means. Most people use commercial products on the market. Although Doc's Magic doesn't endorse other products or cleaning methods many customers have had good results with the following. Neotac's Renew-It, Hook-It, Simple Green, Track's Clean n Dull and Dawn Dishwashing detergent to name a few. Once clean and the ball is dry prepare the coverstock as you prefer to bowl. It does not matter whether the coverstock is dull or polished. The Elixir will not change the surface. Get a clean piece of paper towel and apply a small amount of Elixir to the towel. Remember a little goes a long ways. Rub the ball in a circular manner and be sure to cover the ball thoroughly. Some coverstocks absorb the Elixir quickly and others take a while to absorb. Wait at least twenty minutes before trying to bowl as to let the Elixir bond and dry to the coverstock. Even though the ball may seem dry almost instantly in some cases wait the full twenty minutes for best results. In some cases a second coat will be necessary after twenty minutes especially on some of the more porous particle coverstocks. A good test to see if the Elixir is working is to drop a spot of light oil as in 3 in 1 or a vegetable oil on the ball and it should bead up. Blowing on the drop should make it shed off and even trying to rub the oil into the ball it shouldn't absorb. This is a good test to see if reapplication is needed. The Elixir can be applied with a ball spinner but this isn't necessary and does not make the Elixir any more effective.

SCOTCHBRITE GRIT CHART (courtesy of Charlest)

3M Scotch Brite Nylon Pads:

7445 - White pad, called Light Duty Cleansing - (1000) 1200-1500 grit
7448 - Light Grey, called Ultra Fine Hand - (600-800) 800 grit.
6448 - Green (?), called Light Duty Hand Pad - (600) 600 grit
7447 - Maroon pad, called General Purpose Hand - (320-400) 320 grit
6444 - Brown pad, called Extra Duty Hand - (280-320) 240 grit
7446 - Dark Grey pad, called Blending Pad (180-220) 150 grit
7440 - Tan pad, called Heavy Duty Hand Pad - (120-150) 60(?)
Green Scotch Brite is available EVERYWHERE. It's 600 grit.
Blue Scotch-Brite is considered to be about 1000 grit.
(The value inside the parentheses is directly from 3M.)

3M Chart
Less Aggressive --------> More Aggressive
7445 7448 6448 7447 6444 7446 7440
Finer Finish --------> Coarser Finish

TRIZACT GRIT CHART (Courtesy of Charlest)
A long while back when this confusion first arose I sent an email query to 3M who invented Trizact and manufactures it. This is their answer:
To extrapolate the micron to grit conversion from 3M:
A35 ~ 35 micron ~ 360 grit,
A10 ~ 10 micron ~ 1100 grit
A5 ~ 5 micron ~ 1600 grit
Trizact and micron(u) grading are two separate things. Trizact products
are graded on their own scale ranging from A6 - A160.
3M Superabrasives are micron graded, that is, measuring the average size
of an individual particle on that product.
Standard abrasive grading is based on the screen mesh used to separate
out the particles for a particle grade. In simplest terms, in a 1"
line of grade 24 product there are ~24 particles. In a 1" line of
grade 600 product there are ~600 particles.
In comparison, 9u=1200 grit, 15u=600, 20u=500, 30u=400, 40u=320

MISC
% THAT FACTORS EFFECT REACTION ON THE BOWLING BALL (GENERALIZATION):
Generally accepted as follows:
1- Coverstock and surface preparation 65-70%
2- Core 15-20%
3- Pin placement and Dynamic weights 10-15%
4- Mass Bias 0-10%
5- Balance hole 0-5%
6- Static Weights 0-2%

PARTICLE
This is an coverstock additive that can be either a softer compound that compresses and give the ball a larger contact patch or a harder compound that protrudes from the cover acting as a spike to reach through the oil and grap the lane surface. Particle is added to both solid and pearlized covers. Benefits: the ability to handle more oil, smooth out over reacting backends, and handle more carrydown.

PEARL/PEARLIZED
A type of ball surface that has an additive (mica) in the coverstock that stiffens the cover and causes a later reaction for the given coverstock base.
Benefits: good for when the heads are drier, good when you have to get deep due to increased recovery in the backend.

HOOK OUT/HOOK AND SET
A type of ball reaction on the lanes where the ball begins to hook and then stops its hooking action and turns into more of an end over end roll. This is not the same as "Roll Out".

ROLL OUT
This is when a ball has lost all of it's rotation and tilt and is in a "pure" roll. This not the same as "Hook Out".

BALL SPEED vs BALL WEIGHT vs FREE ARMSWING
The question was posed in a prior BR post. If I have a “Free” armswing will my ball speed change?
The answer yes.

If you do have a completely free armswing you will actually get more speed from the heavier ball given the same backswing height.

If you muscle the ball the lighter ball will be rolled faster.

I know some of you are saying WHAT, I will explain.
Someone in the previous post stated that both balls would fall at the same speed because they have the same surface area so they would have the same wind resistance. True they have the same area but not the same weight and an objects terminal velocity and gravity induced acceleration rate is a combination of mass (weight) and volume (area). The wind resistance becomes irrelevant because neither ball will come close to it’s terminal velocity. Which is the point that acceleration created by gravity stops due to the relation between the objects mass and aerodynamics/volume.
However ball speed should not be a factor when trying to adopt a free/pendulum armswing because speed changes will be barely negligible with the same backswing height. What a bowler should be considering is the fact that a free/pendulum armswing creates consistency, and speed differences will be easier to make by just raising and lowering the ball when at address. You may lose some revs on the ball with this new “Free” swing, but you may also gain some because of the more relaxed hand giving you a cleaner thumb release increasing the time between thumb exit and finger exit giving more time to induce revs.

DULL-MATTE-SMOOTH-SHEEN

"Generally" classified as follows:
Dull finish: below 600grit sand paper and green scotch brite

Matte-smooth finish: Between around 800grit and 1200grit sand paper or grey scotch brite

Sheen: finer than 1200grit

Best way find out the actual box finish is to contact the manufacturer.

2 TYPES OF 10 PIN LEAVES

Ringing 10 (Excess energy)
Causes;
1. Excess speed.
2. In the oil too long.
3. Excess side rotation.
4. Too much loft.
5. Weaker than normal release/thumb stuck.
6. Ball/condition match-up (late roll).
Remedies;
1. Reduce speed (lower the ball slightly @ address).
2. Move feet 1 board left keeping same target, move feet and target 1 board right.
3. Stay behind ball a bit more (go through not around the ball), change hand position, spread little finger.
4. Reduce loft (soften grip, increase knee bend).
5. Remove tape, don’t “knuckle” the ball.
6. Move back 4-8” on approach or switch to earlier rolling ball (not necessarily stronger), move your target closer to the foul line.

Weak/Flat 10 (Insufficient energy)
Causes;
1. Insufficient speed.
2. Not in oil long enough.
3. Insufficient side rotation.
4. Ball/condition match-up (early roll).
Remedies;
1. Increase speed (raise ball slightly @ address).
2. Move feet 1 board right keeping same target, move feet and target 1 board left.
3. Change hand position, spread index finger farther, reduce spread/tuck little finger.
4. Move forward 4-8” on approach or switch to later rolling ball (not necessarily weaker), move your target farther from the foul line.
Note: All adjustments are from a right handed point of view. Forward backward adjustments may not work for some, because some increase and decrease their foot speed when making these adjustment and end up the same distance from the foul line which negates the adjustment for earlier/later roll and will actually cause the opposite of the desired result due to speed increase/decrease.
One way that helps to identify which type of 10 you are leaving is to watch the ball path through the pins;
\ = ringing, / = flat/weak, | = no 10. Consequently 9-10 splits come from ringing and 8-10 from weak/flat.


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Last edited by Storm : 29-02-2008 at 07:30 PM.
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Old 21-04-2008, 12:17 PM   #5 (permalink)
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Default Re: NEWS UPDATE - Coaching Charges

Dear all,

Further to the CEO's announcement on some of the changes and updates to the team, please be informed once again that with effect from 28 April 2008, a $5 training fee will be implemented for all training sessions on top of the lanes charges. We will waive off the $1 fee that is being collected every week now. In addition, we will allow up to a maximum of 3 bowlers per lane per training session.

Do let us know if you need any clarification.

Thanks.


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