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

