DescriptionHyperBowl scores just like conventional bowling, but the style of play is entirely unique. In this virtual bowling game, you can steer the ball all the way to the pins!
Sound too easy? Not really -- you must dodge trolley cars in San Francisco 2099, leap buses on the streets of Tokyo, navigate across a pitching ship on the High Seas, and avoid whatever other obstacles are thrown your way.
Players seeking more predictable play can always fine tune their skills in a Classic bowling alley or bowl through a peaceful Yosemite forest.
- "HyperBowl" -- iPhone/iPad release
- "CyberBowl" -- 2000 Japanese arcade version
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DevelopmentHyperBowl was originally developed for the arcade at Sony's METREON in San Francisco. The game was updated to include two new lanes (Yosemite and Tokyo) when it was installed in Sony's MEDIAGE in Tokyo. There are now hundreds of lanes installed in bars and arcades worldwide. The arcade/attraction version of HyperBowl uses a real full-size bowling ball as trackball and displays on a 9 foot screen. The conversion to a home game was made when Microsoft requested a limited version for Microsoft Plus! for Windows XP (HyperBowl Plus! Edition).
EngineThe original game engine itself was created by Terence Bordelon, who wrote the physics engine, animation, renderer, and gameplay mechanics and artist Phil Zucco who created all art content found in the game. This resulted in the "Location Based" version that was found in the Sony Metreon and in Jillian's nationwide.
The game was then converted to run on home PCs and was a repackaging of the original engine.
In 1998, HyperBowl was licensed by Technicat, LLC (currently based in Las Vegas) and converted to use the Unity game engine along with the original art and sound assets. Since then, the Unity version has been deployed on a variety of Unity-supported platforms, including Android, iOS, Unity webplayer, Flash, WebGL, OSX and Windows.