回忆
I love this game so much but
Response from developer
Sorry, I'm no long developing this app (I've found after working on an app ten years I can't stand looking at the code anymore, plus Unity was turning into a worse and worse company, don't know if you heard about that whole revenue sharing thing), that's why it's free now. But I just started HyperBowl up on my iPhone running iOS 26 and I still hear the sound, except if I have the silent mode switch on.
Robot
Sound
Response from developer
I used the assets for the attraction/arcade version, so could be somewhat different from the original PC game. Or I might have missed something, as the scenes were hand-reconstructed in Unity (and often had to be fixed up after Unity upgrades).
Very cool
Response from developer
Hey, thanks!
Memories
Response from developer
Glad you like it!
Take me back to when I was young
Response from developer
You're welcome!
Fun game
Response from developer
Thanks, I'm glad you like it!
Wowwy
Response from developer
Thanks!
Amazing Game!
Response from developer
Thanks for your kind words! I really appreciate it and I'm glad you're enjoying the game.
Love forever
My father got me into this game, he passed away awhile ago, even just playing this makes me think of him.
Response from developer
Thank you for this lovely review.
Love the game, but…
Love it
Cannot exit the game
Response from developer
You can exit a current bowling game with the quit button in the pause menu, which you can bring up by pinching with two fingers on the screen (I didn't want to have a pause button on display the whole time). If you want a quit button that shuts down the app, well, google "ios no quit button" and you will see references about Apple discouraging that in their Human Interface Guidelines. I can't think of any app that has a quit button and same situation on Android. Any time you want to leave an app, use the Home button on the bottom of your phone. If you want to kill the process, double press the Home button which will show you all the apps still in session - tapping on one will resume it, swiping up will terminate the process. By the way, it is a sad fact of app development that ratings go down when you make an app free, so I will start charging for this one again.
Nostalgic, Almost perfect
1. a host of iPad related fixes. Add trackpad and keyboard support (it has been made possible with iPadOS 14 to implement this in games) and 120FPS mode for iPad Pros.
2. Add dynamic shadows on more maps like San Francisco and Tokyo.
3. Tweak High Seas. The original game had strong rocking on the ship, but this port tones it down to the point where it rarely ever helps or hinders you. There’s also a strange bumpy part of the ship that wasn’t present in the original but can really screw up a shot at the pins.
There’s also a bug where trying to review the game within the app makes the text in the popup review window invisible.
Response from developer
Thanks for the detailed suggestions! Good to know about the new iPad features, I'll keep that in mind for future dev (currently taking a break from this Unity version after working on it for ten years! which is why it's free now but I've been contemplating trying out HyperBowl in a different engine like Unreal or Godot). I forgot that dynamic shadows aren't on in SF and Tokyo, I guess last time I checked the performance was still not quite there (especially with the pixel count on iPads) but in the past I would turn on features as the hardware (and sometimes the engine) improved. In 2009, all I had was the Classic lane running at 15fps! (Tokyo has six times the poly count as Classic) But over the years, I added shadows, bump maps...probably if/when I get back to HyperBowl dev, I can turn on shadows. I'm amazed you're the first person to comment on the mystery bump in High Seas (it bugs me too), it's an artifact of how for physics the ship is split into adjoining collision volumes I sometimes get bumping behavior at the seams. But the physics engines are performing so well now on the latest hardware possibly could just use the graphical mesh for physics, again a good note for future dev. As for the review popup invisible text, hmm, I hadn't heard of that before, I don't know if that would be a problem on the Unity or iOS side of things (HyperBowl calls Unity's RequestStoreReview function which calls the native iOS requestReview function...)
UPDATED REVIEW: Lots to investigate.
That is the kind of {necessary} info the game needed in a ‘history/controls’ tutorial section of the app; just one or two panels more of info will suffice like this: “... the game is an authentic port from a Sony Metreon arcade attraction in the 1990’s using a traditional {bowling ball as a} trackball.”
• The controls mimic the push/action of scrolling a trackball by scrolling the {imaginary} bowling ball/trackball by sliding your finger ‘up-the-screen’.
• Note: The bowling ball can be pushed multiple times to change direction and/or speed while rolling.
• Enjoy this authentic arcade port featuring the original arcade graphics from 1999.”
Thank you for the history on the game.
PREVIOUS REVIEW 12/09/2020: (3-Stars)
Simple enough game. Controls are intriguing... scored 109 in my first game not knowing what I was doing. Could have a better “introductory” tutorial on controls.
Just like how I remembered it! And no ads!
Response from developer
I'm glad you like it! I made it free recently because after working on it for the last ten years I'm not actively developing it anymore, plus I was notified that paid games have to be registered in China so I'd rather it be free than have it absent there. I licensed the name and assets from Hyper Entertainment (now Absolute Certainty) and they've been really cool about just wanting to keep the HyperBowl name and game out there!
Crazy Fun
Response from developer
I'm glad you like it! The original arcade version twenty years ago(!) used a real bowling ball as a trackball for control, so you really had to put some effort in to roll around, and up the hills!
中文版
Exellent port!
Response from developer
Thanks, I spent a lot of time tuning the touch control, trying to get it just right!
