
The multi-platform support is a huge advantage. I didn’t realize at the time it would be as popular as it is today (I believe this was before they made the Indie version free) and this was before Unity Android. So using Unity was the expedient choice and default choice, but it turned out to be a good choice. I only thought of porting HyperBowl to the iPhone a couple of years later when I heard the plans for Unity iPhone support and immediately thought how the screen aspect ratio of the iPhone was a good match for the tall projection screen of the original attraction game (nowadays, you can still find some of the attraction HyperBowls still running in venues like Dave and Busters with upended flat screen TVs replacing the original screens).

#HYPERBOWL GAME 800X600 MAC#
In a way, Unity chose HyperBowl, as I started using Unity in 2007 because it ran on a Mac and had a webplayer and I happened to meet Joachim Ante at WWDC. Unity was the right choice for the game engine.
#HYPERBOWL GAME 800X600 LICENSE#
And thus they granted me a license to develop it for the web, Mac/PC, mobile and the Wii (basically everything that Unity supported at the time). He agreed and suggested I just ask the owners of Hyper, and whaddya know, they said sure, they’re not actively developing it anymore, so why not. I only worked at Hyper Entertainment for the first few months of 2001 but kept in touch with the Director of Development there, Aaron Pulkka (now running his own show at Rabbx).Īround the time Unity announced their upcoming iPhone support, I mentioned to Aaron that I thought that would be a good way to get HyperBowl running on the iPhone. This version of HyperBowl came about because I worked on the original HyperBowl, developed by Hyper Entertainment and first deployed as an attraction game at the Sony Metreon in San Francisco. I've been working on it for six years, now - I wouldn't go so far as to say it's a labor of love, but at least a work of mild fondness. I’ve been holding off on a postmortem for my Unity version of HyperBowl, a 3D bowling game in which you bowl through various fantasy worlds (ancient Rome, the deck of a rocking ship, the streets of San Francisco…), until I achieved Flappy Bird success, but maybe I shouldn’t hold my breath.

Walt Adamczyk, Zoie Alandra, TJ Bordelon, Phil Britt, Phil Chu, Brian Johnson, Christine Kaneshige, Jon Kranc, Mike Peterson, Al Podrasky, Aaron Pulkka, Wendy Rosenthal, Cary Sandvig, Dave Spencer, Mike Swinney, Ed Trillo, Gene Turnbow, Phil ZuccoBuilt with the Unity game engine, and Unity Analytics from Unity Technologies, MacXWare Font Library, Etcetera plugin from Prime31 Studios, iTween from pixelplacement, Localization Package from M2H Studios, Finger Gestures from Fatal Frog Software, and the original HyperBowl assets from Hyper Entertainment.HyperBowl is a registered trademark of Hyper Entertainment, Plc.After looking at the Game Developer/Gamasutra-style postmortem of a GameCube title I worked on back in 2002, it occurred to me it’s about time I wrote another one.
#HYPERBOWL GAME 800X600 FREE#
Bowl the eerie and otherwordly settings of the original HyperBowl Classic lane!Swipe up on the screen to push the ball forward, swipe left or right to push it horizontally, down to roll backwards! Feel free to explore the scenery, but watch your time, and don't gutter! Double-tap the timer to pause.Visit and our Facebook page for the latest news, reviews and other original and all-new lanes!The original HyperBowl team:J.
