THE SPECTRUM GAMES DATABASE

HYPERBOWL

PUBLISHER
Mastertronic

AUTHOR(S)
Binary Design

YEAR
1987

CATALOGUE NUMBER
IS 0155

CATEGORY
Top-down Ballblazer spaceship footy game

DESCRIPTION

CONTROLS
Player One: Player Two:
Power On Q Power On I
Inertia Cancel A Inertia Cancel K
Spin Left S Spin Left L
Spin Right D Spin Right ENTER
Fire Cannon X Fire Cannon *

or use joystick as per screen menu.

INSTRUCTIONS

ORIGINAL INLAY CARD TEXT
AD3613
Hyperbowl is the fastest growing participant sport in the Empire.
Over the past twenty years the number of playfields springing up
has increased dramatically. Mastertronic is proud to bring you
the first OFFICIAL Hyperbowl computer simulation! Only ours is
officially sanctioned by the National League and contains all the
features of this thrilling adversarial sport. Every one of the
ten ship classes is represented here and their comparative
performances have been faithfully reproduced.

For those unfamiliar with the game ( where have you been for the
last decade? Asleep? ) let's recap the rules of the 'bowl: -

The aim is simply to score more points than your opponent. One
point is gained for bouncing the puck off the end of the
playfield ( goalline ) defended by the opposition, called a line
goal. Two points are scored for driving the puck onto the
centrally-placed goal ( or register ) just in front of his
goal-line. The puck can touch this from any direction, even
from behind. After a score the play restarts from the centre with
the ship which scored last faced away from the puck. Both puck
and ships are held within the area of play on the matrix by
boundary lines, from which they will rebound. The game is thus
continuous - there are no stoppages - except when a score is made
- and a game lasts five minutes, or until one player amasses
more than nine points ( called a 'killing' ).

The players move the puck by either shooting at it with their (
now standardised ) nose cannon or by deliberately colliding with
it.

All the licensed ship types are designed to achieve the same
level of performance, but in different ways. The friction rating
between the linear motor drives, and the playfield itself can be
set anywhere between 1000 and 3500 units. Low friction craft
accelerate and manoeuve rapidly, but are more difficult to
control accurately. Some designers have added homing missiles to
their ammunition in an attempt to ensure that hits are registered
on the puck in the correct direction, but the value of these is
debatable. They have unpredicatable effects at times, especially
in close situations.

Championships have been won with all ten classes and despite
their widely different play characteristics the craft do seem
pretty well equally matched. It is a matter of personal choice
in which to compete.

Tournament Play

Our simulation allows you to play through the yearly Tournament,
against the League computer pilots, or to play head-to-head in
a two-player option.

In the Tournament there are five rounds to get through, all
against different pilots who get better as you progress. You may
also select one of three levels of skill. As you are deemed to
be the challenger, you may choose which ship class will be used.
Your opponent will get the same type. Keep winning and you will
progress through to the final, with the chance of being awarded
the Masters rating.

It is advisable to practise on the easier levels, before taking
on the League Aces on level 3, however, since it can be very
demoralising to get killed off 9 - 0 in your first game!

Using the simulation

Once on the menu screen, press 1-6 to stop the fireworks display.

All ship types have a standard rate of spin and fire. Note that
due to power limitations, continous fire is not possible. The
batteries take a moment or two to recharge between bursts. Aim
carefully.

At the top right of the screen is the matrix scanner that shows
the position of the two players and the puck on the field,
relative to the boundaries of the pitch ( it is possible to
confuse an opponent by playing close to the edge. Why? Try it and
see! )

In Tournament play, the main screen keys off your ship and
displays the area around it. In two player the action is centered
on the puck. Either way the scanner is a vital part of the
gameplay. Use it or lose!

Below this is shown the score panel with direction indicators for
both ships and a bar graph display showing x and y velocities
relative to the edges of the playing area. Handy for judging
curve moves around the field.

You will be automatically moved on from round to round in the
Tournament, if you win, or given the League Computer's opinion
of your play if you lose. Each match lasts five minutes,
remember, and the last ten seconds are counted down for you.

Quickstart Instructions:
1) Choose control options and one/two player from menu. Press
SPACE
2) Select level of play
3) Select ship
4) Start shooting! Line Goal = 1pt Goal = 2pt
5) Score over 9 to win, or be in front after 5 minutes

HINTS/CHEATS

SEQUELS/PREQUELS

SCORES RECEIVED

URLS

GENERAL FACTS

NOTES