While the current model ticks the value box and the quality was a step forward from the original, it remains excessively spinny (I suppose you could describe it as highly workable) and one of the absolute worst balls on the market in the wind.
I just checked the Costco website and they have some Kirkland Signature Performance balls with a new box, but Costco does not say they Version 3 and there is no yellow. If they are the new Version 3, there are being super low key about it on the webpage and not sure why they would do that.
The V2 was a very good ball in all metrics except lacked distance. V2 was quite a bit shorter for me off the driver and not sure if it was because of the higher spin or just lack of carry distance. I definitely want to try the V3 to compare it to the V2.
The black box is the v3 and you can tell the ball because the around the Performance+
New box shows a red core vs a yellow core so not sure if that means anything. Will cut one after I play it.
Hopeful, but not overly optimistic for this round. We will see.
My flight path & shot shape are inconsistent off the tee with driver so it was hard to judge if these were good for me or not. I did hit some absolute bombs on days when I was hitting it relatively straight and now that you mention wind, there was little to none. My iron approaches have an extremely high launch so the extra spin plus the sharp descent would make the ball stick almost as if it plugged. But those days when I was slicing and/or the wind was blowing, these things were like a kite.
I bought several dozen Callaway Chrome Soft recycled balls after my buds were bragging about them. I played one and it felt really dead. I put it in the bag after serveral holes. I few days ago I found one and it seemed to have a nice feel and spun well. I noticed that it was marked < Chrome Soft (dot)(dot)>. When I got home I checked the box and noticed different marking on the balls. One was and another The (dot) means a single "."
I think these are the "year" indications, same way ProV1s have arrows, lines, colored arrows, etc. I don't have the key to decipher them, but I noticed the same thing across the many ProV1s I have found and Chrome Soft balls.
There's always a risk with remakes, of course, especially remakes of games as cherished as the original Super Monkey Ball - it's remarkable how strong an emotional attachment you can have to a 20-year-old game about pushing simians in hamster balls around checkerboard courses. Maybe it's nostalgia getting the better of me, but to these tired old eyes this is a remake that looks demonstrably inferior to the originals; I miss that distinctive chunk of the Sega Naomi era, or details like how the polished sheen of shimmering bonus level floors doesn't quite have that sparkle.
Maybe, somehow, you've never played Monkey Ball before - or maybe you've only encountered one of the many underwhelming follow-ups that came in the wake of that brilliant early brace of games - so here's a quick primer. A descendant of sorts to Marble Madness, Monkey Ball is game design simplicity at its most sublime - guide your monkey in its ball from one end of a stage to another, with just one analogue stick at your disposal to complete the task.
Indeed the genius of the original Super Monkey Ball remains undimmed in this remake - if anything the 20 years between the original and Banana Mania only highlights what a very special game this was, and remains. There's a mechanical intricacy to the level designs, where the engineering seems explicit - the simplicity of Monkey Ball doesn't just hark back to 80s arcade classics, but also to the mechanical wonders of 19th century penny arcades. Plus there's a monkey in a ball!
Banana Mania does throw in a few mod cons. There's now camera control, which might well dilute the simplicity but does also end up quite welcome on certain levels, even if the camera itself is a little slow and unwieldy to ever prove truly useful. There's an assist mode that can let you either move on from any particular level that's giving you grief - and classic Monkey Ball is exceptional at giving you grief - or a slo-mo mode that can be activated to take out some of the sting. There are challenges and unlocks and special new modes and filters, plus a bolstering of the cast with some classic Sega characters - there's Yakuza's Kazuma Kiryu and Jet Set Radio's Beat, plus the possibility to put Sonic or Tails in one of those hamster balls and pretend you're playing the best set of Sonic the Hedgehog bonus stages ever conceived. You can even unlock hats and booties to dress up the likes of Ai-Ai and Gon-Gon.
The game is presided over by a caller, whose job it is to call out the numbers and validate winning tickets. They will announce the prize or prizes for each game before starting. The caller will then usually say "Eyes down" to indicate that they are about to start. They then begin to call numbers as they are randomly selected, either by an electronic random number generator (RNG), by drawing counters from a bag or by using balls in a mechanical draw machine. Calling may take the format of simple repetition in the framework, "Both the fives, fifty five", or "Two and three, twenty three", but some numbers have special calls due to their significance. In some independent clubs, numbers ending in a zero are described as 'blind'. So for example, thirty would be called as 'three-o blind 30' The use of blind numbers is generally restricted to independent bingo clubs, as it is not common practice in either of the largest chains of bingo club operators, Gala and Mecca bingo.
Added distance and forgiveness comes from the Gradational Compression core. Higher initial ball speed and lower side spin from the Gradational Compression core help give you an advantage on the course.
The Beach Ball is a novelty item. Using it creates an interactive beach ball for players to bounce around. After 2 seconds of sitting still or coming to a full stop and then being tapped, it reverts to its item form which can be picked up and reused.
Let's understand what happens during the release. The basic components of the release include the thumb exiting the ball first followed by a wrist rotation then the fingers releasing from their holes. This may sound simple but the trick to developing your release is to understand how quickly this happens (we're talking less than one second) and how to prepare for changing it when needed.
The relaxed, firm, and strong hand positions are techniques for changing how the ball rolls on the lanes (also covered in Mastering the Hook - picture below updated for better accuracy). Let's review:
The straight ball release is ideal for picking up spares. Keep your thumb toward the pins and your fingers behind the ball during the release and follow-through with the palm of your hand facing up. This technique has less to do with striking and everything to do with picking up spares.
To develop your releases, change your hand position in your stance. To stay behind the ball and throw it straight, set up with your hand under the ball. To hook the ball more start by cupping your wrist and moving your hand slightly to the side of the ball in the set up. Remember that although you start with these different positions, the hand may finish with your normal release because of the momentum of the overall swing.
Finally, don't be afraid to take your practice off the lanes. Gently throwing a ball into the couch or a recliner focusing on the feeling of what the hand position should be at release can train the right feeling. Practice throwing a ball into a cushion or any safe area that doesn't damage anything or anyone.
Developing multiple releases is a great way to improve your arsenal by making a ball do more than one thing. With multiple bowling balls and hand releases, just think of the possibilities. The pins don't stand a chance.
The Zen utilizes a pearl version of the S77 Response cover combined with a gigantic symmetric core. The S77 Response Pearl Cover provides the strongest reaction we have ever put in an 800 Series ball. The Zen will be a great ball to open your angles up with on medium to heavy patterns. The Meditate Core is the biggest core we ever put into a bowling ball. A bigger core means more hitting power combined with a more consistent shape on the lanes. The Zen pushes the limits of core dynamics.
For $3.50 USD more please send my order "incognito"We ship sets in Spikeball branded boxes. For $3.50 more, we will ship your set in a an additional cardboard box to conceal all branding and add that additional layer of protection against dings in transit (great for keep gifts secret and in good shape)..
Influential work on human thinking suggests that our judgment is often biased because we minimize cognitive effort and intuitively substitute hard questions by easier ones. A key question is whether or not people realize that they are doing this and notice their mistake. Here, we test this claim with one of the most publicized examples of the substitution bias, the bat-and-ball problem. We designed an isomorphic control version in which reasoners experience no intuitive pull to substitute. Results show that people are less confident in their substituted, erroneous bat-and-ball answer than in their answer on the control version that does not give rise to the substitution. Contrary to popular belief, this basic finding indicates that biased reasoners are not completely oblivious to the substitution and sense that their answer is questionable. This calls into question the characterization of the human reasoner as a happy fool who blindly answers erroneous questions without realizing it.
Participants were presented with a standard and control version of the bat-and-ball problem. The problems were translated into French and adjusted to the European test context (see Supplementary Material). To minimize surface similarity, we also modified the superficial item content of the two problems (i.e., one problem stated that a pencil and eraser together cost $1.10, the other that a magazine and banana together cost $2.90). Both problems were printed on separate pages of a booklet. To make sure that the differential item content did not affect the findings, the item content and control status of the problem were completely crossed. For half of the sample, we used the pencil/eraser/$1.10 content in the standard version and the magazine/banana/$2.90 content in the control version. For the other half of the sample, the contents of the two presented problems were switched. Presentation order of the control and standard versions was also counterbalanced: Approximately half of the participants solved the control version first, whereas the other half started with the standard version. An overview of the material is presented in the Supplementary Material section.
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