Without a doubt the best particle ball I’ve ever thrown. This ball is VERSATILE. It can be most anything you want it to be. Drill it up to roll early and keep it at the factory 400 grit and you have an oil eating hook-monster. Lay it out for some movement, smooth the finish, put on some polish, and you have a house-shot killer. I just drilled up my second one. The first one is layed out for control – pin under ring, PSA about 3/4" right of the thumbhole.
http://www.pipeline.com/~randyo/arsenal/15warpzone.jpgThe factory 400 surface was lightly shined with some Track Magic. This one gives me a straighter trajectory than the 2nd one, although straight is a relative term when you’re talking Warp Zones. The second one is layed out with my favorite drill – pin over ring, PSA near the right edge of the thumbhole.
http://www.pipeline.com/~randyo/arsenal/15warpzone2.jpgThe CG on this ball was a bit right of the Pin-PSA line, so it ended up with around +3/4 side. I worked this one up on my Vertex spinner (shameless plug) to 600, then 1000 wet sand, followed by a bit of the Track Clean & Smooth to smooth out the sanding lines just a bit. After a good wipedown, I gave it a nice shine with the Track Magic. Threw this ball today for around 5 or 6 games on a pair down on the end of the house where I rarely get to play. 3 year old DBA synthetics. Medium to Medium heavy house shot with out-of-bounds if you feed it too far right and get it outside 7 board too quickly. Downlane you can hit as far out as 5 or 6 at the breakpoint, but it’s death if you get it out that far right too quickly. Not a lot of hold area if you get slow with your speed or turn it too early. The left lane was hooking – I was swinging from around 23 or 24 at the foul line across 15, out to about 7 at the breakpoint, and the ball was making it back with POP. I had to throw the ball poorly to prevent it from carrying. Normally, in my home center, particle balls are death for me if I have to cover a lot of boards. The ball just burns up. The only particle ball I’ve ever really had success with in that house is the Icon2, and it’s a pretty light particle load – really more of a strong solid (unfortunately, the Icon 2 cracks way too easily – so it’s gone). This shined Warp was amazing, getting back to the hole with energy and awesome hit. The right lane required a much tighter alignment, with a laydown point around 18 to around 13 at the arrows, out to around 6 or 7 at the breakpoint. Again – great recovery and hit. On the tighter right lane I actually had a few airborne scouts slap down the 10 pin as they were passing by. I can count on one finger how often that happens for me! Best thing was that the reaction was very predictable. I was able to line up and play the tamer Warp Zone #1 on both lanes but with a straighter trajectory, or move left a few boards and strike with the Warp Zone #2.
I am really impressed with this latest offering from Brunswick. The new assymetrical Zone core is impressive in helping this ball get down the lanes, and is a good match to the Powerkoil 18 coverstock with the its medium particle load. An added bonus is that it tweaks so easily – throw away the Trizact – this one takes REAL sandpaper. Those of you who liked the Eliminator will love this one. Smooth a Warp Zone to 1500 grit, polish it to a high gloss, and you have an Eliminator on Steroids. Throw in the less than premium price, and you have one of the best bargains in the Pro Shop.
Just for comparison purposes – I brought along my ‘league-shot’ Inferno:
http://www.pipeline.com/~randyo/arsenal/15inferno1.jpg,
a new Blazing Inferno,
http://www.pipeline.com/~randyo/arsenal/blazinginferno.jpgand a Fire Quantum. Both the Inferno and Blazing Inferno are layed out similar to Warp Zone #2. I was able to play the original Inferno similar to where I was throwing Warp #2, but it didn’t carry as well on shots missed right, and there was a bit of a ‘hang spot’ on the right lane which affected the Inferno but the Warp Zone just ignored it. Shots tugged a bit inside the intended line would also want to start up a bit too early with the Inferno due to its lower RG. In this house, you don’t want to miss left using a low RG ball or a ball with any kind of surface. Warp Zone #2 gave me about 1 board of area to the left and 1 to 2 to the right.
The Blazing played 3 boards tighter on the left lane and 2 tighter on the right lane, carried well, and would have been my step-down ball once the shot burned up had I been ‘bowling for dollars’. The Warp Zone is a keeper. Don’t leave home without it.