@Deccyf
It came out in the arcades in 1999, directly following the godly Tekken 3 and then released as a launch title for the PS2 in 2000. It got a HD re-release for PS3, and this version also seems eligible for wheel entries.
It boasts a total of 39 playable characters.
Certain pairs of characters, when selected as a tag team, have special intros, win poses, lose poses, Tag Throws and also Netsu ratings. The Netsu ratings affect gameplay, and whether a character 'liked', was indifferent to, or 'disliked' another, would result in faster or slower ability to gain a damage boost when their partner was damaged.
Rules:
Version: Console only (PS2/PS3 HD Remaster)
Difficulty: Hard
Credits: 20 per run (Inc first credit)
Character Select: Pre-set Pairs
Tiebreakers: Continues > Time (Mostly irrelevant because a continue is a time loss)
Time: 5 Hours
Now to make it interesting, the council have agreed to award an additional point for the highest score on Tekken Bowl. This is unlocked after 10 runs - So once you have beaten the base roster and unlocked True Ogre you should have access, make sure you give it a go before your time is up to stand a chance to gain an additional point.
Rules (Part 2):
I need to mention this, the robotic/cybernetic characters, which includes the Jacks, Bryan, A. King, and Yoshimitsu: after you set your character's position, when the spin dial and power meter are on the screen, an aiming laser appears. However, this laser is not fail-safe; it only tells you where the ball will go if you use absolutely no spin whatsoever. In light of this, I will say these characters are banned from the bowl.
Max score is 300 over 12 rounds.
Basics:
Once Tekken Bowl Mode is activated, you need simply select it from the main screen. You will enter the Character Select screen, where you can choose your team of bowlers from the default characters and the characters you have earned.
After teams are chosen, you will begin. First, you need to position your character and confirm with X. Once you have confirmed, you cannot move your character any more, though the path of the ball can still be altered. After confirming, you will be able to choose amount of spin and power.
Spin:
The half-circle on the lower-left portion of the screen with the moving pointer represents spin. The far left part of the circle represents a great deal of spin to the left, while the far right part of the circle represents a great deal of spin to the right; the middle of the circle represents no spin. To dictate the amount of spin you place on the ball, you must time the pressing of X to coincide with the pointer at how much spin you want. In other words, press X when the pointer is on the left side to have the ball spin left, press X when the pointer is on the right side to have the ball spin right, and press X when the pointer is in the middle to have the ball not spin at all.
Power:
The meter moving up and down on the right side of the screen represents how much power your bowler will put into the ball. As with the spin meter, you must time the pressing of X to coincide with the meter at how much power you want; full power equals a full meter, while no power equals an empty meter. However, you must be careful, as it is possible to "Overcharge", and your character will charge down the lane with bowling ball in hand, losing your chance for points (although it is interesting to watch, and sometimes humorous.)
Once you've chosen spin and power, your character will begin to release the ball. As your character is releasing the ball, you can hold either Left or Right to further adjust placement of the ball. However, this adjustment is small, and cannot compensate for excessive or not enough spin, though it can help nudge the ball closer to where you want it to go.
Mokujin and Unknown Characters you have to scroll past Roger (the boxing Kangeroo) to access once unlocked
Presets must be played in order. As seen below.
Bug Fixes:
@LovenFloofen
There is lag on Stage 7, this is native to the game as evidenced on Deccy's original hardware stream, the problem is that for those emulating this, they experience much worse lag than the PS2. I was given permission by Deccy to try and fix this lag which did require me to play up to and no further than stage 7. I put the difficulty on easy, used a pairing that isn't one of the predefines and did everything I could to not have this constitute as practice. It was worth it though, after tweaking my settings, I got Stage 7 to run at a much smoother 58 FPS, with no extremely noticeable slowdown/gamebreaking slowdown as I had no trouble executing some tight combos.
Here's what you gotta do:
Under Config > Go to Bios Selector
On this screen, the top bar (GS), head to the right and click configure.
Change Renderer to Direct3D11 (Software) and at the very bottom, change rendering threads to 3