Copyright: Copyright ©


ABOUT HYPERBLADE

It is the year 2065. You are one of the sporting elite, a player in the Transnational HyperBlade League, battling for the World Championship against 11 of the toughest, dirtiest and deadliest teams ever to skate onto a drome. Your opponents will try to stop you any way they can — even if it means taking off your head in the process. But you can get the edge. Skate, pass and score your way to victory. Or simply fight your way to survival. It's all up to you.


Armory
The armory looks like a large spiky flower. Inside the spikes are two weapons, a mine and a swarf. Skate through the armory to pick up whatever weapons are available:

Mine — A red cone-shaped proximity explosive device. To drop the mine, press the Attack key (S). The next player who skates over the mine will set off an explosion. Otherwise the mine will self-detonate after 10 seconds. Any dromer near the mine when it detonates will sustain health damage. Mines can be strategically placed in front of your own goal.

Swarf — A green modified anti-personnel projectile that looks like three roks. Press the Attack key (S) to throw the swarf at an opponent. It will seek the nearest opponent and smack the dromer hard. Being hit by the swarf will usually knock a dromer down, but it will not cause health damage. Swarfs can also be used to jar a rok loose from an opponent heading toward your goal.


CONTENTS
GAMEPLAY

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

THE DROMER'S EQUIPMENT

KEYBOARD CONTROLS

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


CONTROLLER SETUP

To play with a joystick or gamepad, you must first configure and calibrate your input device in Windows 95. To set up a new input device:

1.	Click the Start button on your Windows 95 task bar, and select Settings/Control Panel/Joystick.

2.	Under Joystick Selection, choose the input device you want to use with HyperBlade. Click the Calibrate button and follow the on-screen instructions to calibrate your input device.

3.	You may also want to test the input device setup once you have completed the calibration. Click Test in the Joystick control panel to test the setup.

The next time you start HyperBlade, the game should be configured for use with the input device.

When playing with a joystick, be aware that HyperBlade does not translate incremental movement of the joystick into incremental player movements. Moving a joystick hard left and tapping it to the left will move your player an identical distance left.

Playing with a Gravis Gamepad

If you would like to try the Gravis Gamepad, you should set it to work in four-button mode. The default configuration is:

Top:	Pass/Change Player

Left:	Shoot

Right:	Attack

Bottom:	Speedburst

Playing with a Microsoft Sidewinder Gamepad

You will need to configure your Sidewinder Gamepad before it will work with HyperBlade. See your gamepad documentation for more information. We suggest that you set up your gamepad with the following configuration:

Left Trigger	Speedburst

Right Trigger	Power Shot/Call for Pass

X	Jump

Z	Quick Shot

A	Change Player

C	Attack

If your press the mode button while playing with the Sidewinder Gamepad, you will lose control of your dromer, because the gamepad is switching between analog and digital control. You will need to exit HyperBlade and restart the game to regain control with the gamepad.


DROME DESCRIPTIONS

HyperBlade consists of 12 teams in two different conferences. Their home arenas are as follows:

Western Conference	Eastern Conference

Machine Shop (Chicago)	The Rook (Leeds)

SuperDrome (Houston)	The Red Sphere (Moscow)

The Jakpot (Las Vegas)	The Grosse Haus (Munich)

The Pit (Los Angeles)	The Zoo (New York)

The Mountain of Pain (Seattle)	Drome of Death (Toronto)

ItamiDrome: House of Pain (Tokyo)	The Slaughter House (Warsaw)

Machine Shop (Chicago)

Just the basics in Chicago's no-nonsense drome. The Chicago team's Berserker insisted that there be at least four killball chargers in the arena. This is, of course, illegal in the state of Illinois (which is currently the top state in the U.S. for fatalities in sports), so only two chargers were added to satisfy Berserker's blood lust.

Arena Fatalities:	699 (34 players, 660 supporters, 5 law enforcement)

Drome Surface:	Ceramic

Arena Capacity:	120,000

Arena Built:	2057

Restraint System:	High-frequency noise

Sponsor:	Bio-Briefs

SuperDrome (Houston)

Fastest drome in the league — period. Billions of dollars have been poured into this drome to make sure that when Houston plays at home they always win. Houston players are paid undisclosed bonuses for goals they score and players they kill. Most teams don't know what hit them when they play at the Lone Stars' arena — and then it's too late.

Arena Fatalities:	293 (2 players, 285 supporters, 6 law enforcement)

Drome Surface:	Slate

Arena Capacity:	70,000

Arena Built:	2059

Restraint System:	Mandatory limiter implants for attendees

Sponsor:	Simtronics

The Jakpot (Las Vegas)

The most expensive and gaudy drome in the league. Despite the size of the drome, Yermo sells more yams in this arena than any of the other world arenas. This is a good drome to play in if you want to increase your statistics. The Vegas team, however, has the odds stacked in their favor and won't make this an easy fight.

Arena Fatalities:	78 (8 players, 32 supporters, 38 law enforcement)

Drome Surface:	Glass

Arena Capacity:	140,000

Arena Built:	2057

Restraint System:	Subliminal public address

Sponsor:	GreenMeadow Farms

The Rook (Leeds)

Built over the old Eland Road football ground, the Rook is one of the oldest multi-purpose dromes in existence. Leeds fans still lay waste, in the traditional manner, to the surrounding arena after a favorable result. Of all the world's arenas, this is the one with the lowest away fan attendance, for obvious reasons.

Arena Fatalities:	335 (20 players, 10 supporters, 305 law enforcement)

Drome Surface:	Polished high-grade plasteel

Arena Capacity:	140,000

Arena Built:	2056

Restraint System:	Riot foam, courtesy of Dairy Cow Corp. (United Republic)

Sponsor:	GlamourTech

The Pit (Los Angeles)

The graffiti-covered exterior hides the pristine interior. The L.A. team's drome houses an arena that's crammed tight with exciting objects. The players don't dictate where the objects go because there's too much money riding on high ratings. The top marketing scientists decide where the drome objects are placed for maximum dramatic effect. Some fans say this is exactly why L.A.'s costly team hasn't won the league in four years.

Arena Fatalities:	253 (10 players, 208 supporters, 35 law enforcement)

Drome Surface:	Plasteel

Arena Capacity:	200,000

Arena Built:	2057

Restraint System:	LAPD SWAT

Sponsor:	GlamourTech

The Red Sphere (Moscow)

The Red Sphere is best described as a mixed bag. The Moscow team prefers to rely on strong team play; however, the people's demand for exciting dromes filled with exotic objects won out. So, in order to appease the fans, the T-34s had all of the most popular objects placed in their home ground.

Arena Fatalities:	3 (all players)

Drome Surface:	Plasteel

Arena Capacity:	250,000 (2 per seat)

Arena Built:	2060

Restraint System:	Harsh capital law

Sponsor:	Petresen's Potato Clogs

The Grosse Haus (Munich)

The Munich team, fleet of foot, loves to lure players into their fields of turnstiles — when players' health is low, then the evasive tactic of the Storm Knights ends and the cruel offensive begins. Using all the weapons in their arena's armory, the Storm Knights utilize the design of the drome to devastating effect.

Arena Fatalities:	19 (2 players, 11 supporters, 6 law enforcement)

Drome Surface:	Duralamin

Arena Capacity:	140,000

Arena Built:	2065

Restraint System:	Super-Grav seating

Sponsor:	Bavarian Hover Works

The Zoo (New York)

New York's arena is jam-packed with power-ups for unwary players who are seduced by the number of randomizers crammed into this arena. It was suggested by the cunning Sentry that these randomizers be included to distract players so that the New York team could brutalize dromers climbing the rim. Most players in the league have been wise to this since the infamous massacre of 2062.

Arena Fatalities:	10 (all players)

Drome Surface:	Plasteel

Arena Capacity:	130,000

Arena Built:	2057

Restraint System:	Guardian Angels

Sponsor:	Niknak

The Mountain of Pain (Seattle)

Seattle's best engineers spent over 10 years refining the Mountain of Pain to make sure it was the most lethal arena in the league. That, combined with Seattle's brutal playing style, will guarantee plenty of decaps and fatalities. Exercise extreme caution when skating this drome.

Arena Fatalities:	684 (19 players, 380 supporters, 285 law enforcement)

Drome Surface:	Duralamin

Arena Capacity:	120,000

Arena Built:	2059

Restraint System: 	Zen-ades

Sponsor:	Morriscent Corp.

ItamiDrome: House of Pain (Tokyo)

One of the only underground dromes in existence, the Tokyo Drome provides perfect acoustics, which the loyal Japanese fans use to full effect when cheering their dromers on to victory. Unfortunates will discover why the Tokyo Drome is also known as the Whispering Drome, since even the most stifled cry of pain will be heard with perfect clarity across the arena.

Arena Fatalities:	2 (player suicides)

Drome Surface:	Ceramic

Arena Capacity:	200,000

Arena Built:	2060

Restraint System: 	Stun Drones, courtesy of Unothink Bio Weapons

Sponsor:	Unothink Electronics

Drome of Death (Toronto)

With no gimmicks like randomizers, these guys play tough. The only objects you'll find in the Crusades' drome are weapons and multipliers. Frequent tactical substitutions and conservative playing are the keys to surviving Toronto's Drome of Death.

Arena Fatalities:	67 (4 players, 5 supporters, 58 law enforcement)

Drome Surface:	Stone

Arena Capacity:	140,000

Arena Built:	2060

Restraint System:	Laser hypnotics

Sponsor:	Phallametrics, Inc.

The Slaughter House (Warsaw)

The Slaughter House's object placement is primarily designed to slow players down and bring them within striking distance. The Warsaw tactic is to crush their faster opponents and then, unopposed, win the game. If players can avoid being bogged down by obstacles, then they stand a good chance of defeating these behemoths.

Arena Fatalities:	32 (2 gargons, 30 supporters)

Drome Surface:	Resin

Arena Capacity:	90,000

Arena Built:	2058

Restraint System:	Hypno Rays by Thor

Sponsor:	The Ovine Institute


Drome Obstacles
DROME OBJECTS

Click on a number to see a description of that object.


Exhibition

Exhibition play is a single-player mode where you compete against the computer. You select the home team (which you control), the visitor team (which the computer controls), and the drome.

To select Exhibition mode, go to the Locker Room by clicking on the PLAYERS ONLY doorway. Click SINGLE PLAYER, then click on EXHIBITION. Set your game situation by clicking on HOME TEAM, VISITOR TEAM or Arena and clicking on the arrows to scroll to your selection. Click OKAY, then click on TO ARENA to begin the game.

NOTE: You do not win awards for Exhibition games. You must compete in Gauntlet mode to win awards.

NOTE: If you go to the Options screen after making your Exhibition or Gauntlet play selections,your team and drome settings will be reset to the game defaults. You will need to return to the Locker Room to reselect your game selections.


GAME INTERFACE — THE LOBBY

From the Lobby you can access the Players Only screen, the Options screen and the Information screen.

Players Only Screen

In this screen (also called the Locker Room), you can choose to play in Single Player or Multiplayer mode.

•	LOAD GAME — Lets you load your previous position when playing in Gauntlet mode.

•	LOBBY — Returns you to the Lobby.

•	TO ARENA — Takes you to the Arena.

Single Player

In the Single Player Setup screen, you have the following options:

•	EXHIBITION — Exhibition play is a single-player mode where you compete against the computer. You select the home team (which you control), the visitor team (which the computer controls), and the drome. Set your game situation by clicking on HOME TEAM, VISITOR TEAM or Arena and clicking on the arrows to scroll to your selection. Click OKAY, then click on TO ARENA to begin the game.

NOTE: You do not win awards for Exhibition games. You must compete in Gauntlet mode to win awards.

•	GAUNTLET — Gauntlet play is a single-player mode where you compete against the computer. In Gauntlet play, you select a HyperBlade team and go into a "King of the Hill" competition that pits you against all of the other teams in the league. The Gauntlet is the ultimate test of a HyperBlade team's skill, toughness and endurance, because there is no room for error.

When competing in Gauntlet play, you must win each match to advance; otherwise you are sent back to begin the Gauntlet over again. If your team ties a match, you must replay the team you've tied. In an extension of the controversial Wipe Out Rule, you can advance after a tie if all members of the opposing team have been killed.

After each game, you see a screen displaying your progress in the Gauntlet. When you have defeated every other team in the league, you will have completed the Gauntlet.

The Save Game and Load Game options are available so that less skilled players can save their Gauntlet positions. After a game, click the INFORMATION button to go to the Game Stats screen. Select a number slot then click the SAVE button to save your position. To load a saved game, click the LOAD button in the Locker Room.

Awards are given for your performance during the Gauntlet. Click the AWARDS button of the Information screen to see if your statistics have merited recognition from the League office.

•	PREVIOUS — Takes you back to the previous menu.

NOTE: If you go to the Options screen after making your Exhibition or Gauntlet play selections,your team and drome settings will be reset to the game defaults. You will need to return to the Locker Room to reselect your game selections.

Multiplayer

The Windows 95 version of HyperBlade supports up to four players in a game over a local area network. You can check the Activision web site at http://www.activision.com for more information regarding multiplayer enhancements to HyperBlade.

You should be familiar with your computer's network configuration and know which network protocols are installed on your computer before starting a multiplayer game. To check your configuration, click on the Start button in the Windows 95 taskbar, then click on Settings/Control Panel/Network. You need to have the IPX/SPX-compatible Protocol and/or TCP/IP selections installed in your network configuration for multiplayer HyperBlade. All computers in the multiplayer game must have the same protocol installed in their network configuration, and all players should know which protocol to select when establishing a multiplayer game.

The Host player's computer must have the HyperBlade CD-ROM in the CD-ROM drive. The Host of a game selects the game options, such as the period length, the teams in competition, the drome of play and the forward to control. Guest players can choose to play any game that is being hosted on the network, and they can select any available player to control.

HyperBlade supports two, three or four network players in a multiplayer game. If any forwards are not selected when a game begins, they will be automatically controlled by the computer. The goalies remain under computer control as in the single-player game.

NOTE: In order to even the odds in a three player network game, you should play with Difficulty set to All Star and Teammate Bias set to Pass & Shoot.

•	Hosting a Game
To host a multiplayer game, insert the HyperBlade CD-ROM into your computer and click Play. In the Lobby, you can click on OPTIONS to set the period length, if desired. Click the PLAYERS ONLY tunnel to enter the Locker Room. Click on the MULTI PLAYER option in the Holoviewer.

A dialog box appears allowing you to select several options. Select the connection type from the NETWORK TYPE options: Winsock TCP/IP Protocol for DirectPlay or Winsock IPX Protocol for DirectPlay.

Select Host to host a game. A dialog box appears allowing the Host to set the game options, such as the teams in competition and the drome of play. Select the HOME TEAM, VISITING TEAM, and the Arena, then choose a player slot and type in your name. Click Ready. A named game will appear in the OPEN GAMES list on the remote computers. The game will not be available to other computers on the network until the Ready button is clicked.

The Chat Box displays instruction messages from the computer, prompting players what to do next. Below the chat box is an empty message field. To send messages to other players, type your message and press Enter (you cannot send a message until you have clicked Ready). Your messages are broadcast to all players who have joined the game.

When the Host clicks the Start button, the game begins.

•	Joining a Game
To have the option of joining a multiplayer game, guests must have HyperBlade installed on their computers. Guests using a minimum or medium install must also have the CD to play. To join a multiplayer game, start HyperBlade as you normally would.

A guest player without the HyperBlade CD-ROM should start the game by navigating to the folder where HyperBlade is installed and double-clicking on Hyperx.exe (the default installation location is C:\Program Files\Activision\HyperBlade). Click the PLAYERS ONLY tunnel to enter the Locker Room. Click on the MULTI PLAYER option in the Holoviewer.

A dialog box appears allowing you to select several options. Select the connection type from the NETWORK TYPE options: Winsock TCP/IP Protocol for DirectPlay or Winsock IPX Protocol for DirectPlay.

Click Update List of Available Games to display available games on the network. It takes a few seconds for HyperBlade to search for available games. You may need to click the Update button a few times to find the game you want since the host must set all options before the game appears.

Click on the Game you want to join in the OPEN GAMES list and then click Join. A dialog box appears showing you the game options, such as the teams in competition and the drome of play. Choose a player slot and type in your name. Click Ready.

The Chat Box displays instruction messages from the computer, prompting players what to do next. Below the chat box is an empty message field. To send messages to other players, type your message and press Enter (you cannot send a message until you have clicked Ready). Your messages are broadcast to all players who have joined the game.

When the Host clicks the Start button, the game begins.

Options Screen

In this screen, you have the following choices:

•	Customize Keys — Allows you to change the default keys for such actions as Pass, Attack and Shoot.

•	Joystick Info — Tells you how to configure your joystick or gamepad in Windows 95.

•	Attack Mode — Expert (default) or Automatic. When Auto Attack is selected, press S to attack opponents. When Expert Attack is selected, press S and an Arrow Key to choose a specific attack such as a slash, trip or punch. See "Keyboard Controls" for more information, or try this in a game to see what special moves are available.

•	Teammate Bias — Shoot & Pass or Pass Only (default) When Shoot & Pass is selected, your teammate will score goals if he can, or he will pass to you if you are open. With Pass Only selected, your teammate will only pass to you and will not take any shots on goal.

•	Period Length — 3, 5 (default) or 7 minutes

•	Music Volume — Move the slider by clicking the scrolling arrow to the left (softer) or right (louder).

•	Sound FX Volume — Move the slider by clicking the scrolling arrows left (softer) or right (louder).

•	Brutality FX — ON (default) or OFF. With Brutality ON, blood is displayed during play and players can be decapitated. With Brutality OFF, you won't see blood or be able to be decapitated; however, you can still be fatally wounded.

•	Difficulty — Training (default), Pro or All Star. Use Training mode to familiarize yourself with the drome, drome objects and keyboard moves.

Information Screen

In this screen, you have the following options:

•	INFORMATION — Takes you to the Information screen where you have the following choices:

—	TEAM ROSTERS — To learn the ratings and personal idiosyncrasies of the players, scroll through the virtual player cards for starters and goalies on the teams.

—	STATISTICS — Takes you to a Game Stats screen that lists statistics from the game in progress or the most recent game. For each foward, you will get the following statistics: points, shots on goal, shooting percentage, 2X goals, 4X goals, time of possession, randomizers activated, killball hits, injuries inflicted and fatalities inflicted.

—	ARENA — Scroll through arena maps and descriptions.

—	GAME OBJECTS — Scroll through the catalog of game objects, what they do and how much they hurt.

—	GAUNTLET PROGRESS — Shows the progress you have made in the Gauntlet.

•	AWARDS — Takes you to the Awards screen where you can view a display of the awards you have won during gameplay.

•	DONE — Returns you to the Lobby.


Gauntlet

Gauntlet play is a single-player mode where you compete against the computer. In Gauntlet play, you select a HyperBlade team and go into a "King of the Hill" competition that pits you against all of the other teams in the league. The Gauntlet is the ultimate test of a HyperBlade team's skill, toughness and endurance, because there is no room for error.

When competing in Gauntlet play, you must win each match to advance; otherwise you are sent back to begin the Gauntlet over again. If your team ties a match, you must replay the team you've tied. In an extension of the controversial Wipe Out Rule, you can advance after a tie if all members of the opposing team have been killed.

After each game, you see a screen displaying your progress in the Gauntlet. When you have defeated every other team in the league, you will have completed the Gauntlet.

To select Gauntlet mode, go to the Locker Room by clicking on the PLAYERS ONLY doorway. Click SINGLE PLAYER, then click on GAUNTLET. Set your team by clicking on the arrows to scroll to your selection. Click OKAY, then click on TO ARENA to begin the gauntlet.

The Save Game and Load Game options are available so that less skilled players can save their Gauntlet positions. After a game, click the INFORMATION button to go to the Game Stats screen. Click the SAVE button to save your position. To load a saved game, click the LOAD button in the Locker Room.

Awards are given for your performance during the Gauntlet. Click the AWARDS button of the Information screen to see if your statistics have merited recognition from the League office.

NOTE: If you go to the Options screen after making your Exhibition or Gauntlet play selections,your team and drome settings will be reset to the game defaults. You will need to return to the Locker Room to reselect your game selections.


HEADS UP DISPLAY INFORMATION

Click here to view the HUD.

Timer/Period Indicator

The period timer displays in the top center of the screen, along with the period indicator.

Speedburst Indicator

At the top left corner of the screen, your available speedburst is shown. Speedbursts don't last long, so use them wisely.

Radar

The radar in the lower-right of your screen shows the location of the rok and the players (the rok is yellow; your teammate is blue). Opposing players are dark red and bright red.

Rok Finder/Goal Finder

A white line drawn from the center of the radar shows you where the rok is. If you have the rok, you'll see an arrow that rotates around the radar, pointing to the goal.

Team Score/Health Bar

The score and the health bars are displayed in the lower left of your screen. The health bars get lower as you take hits and lose health. The health bar of the player you are controlling is yellow; all other players' health bars are indicated in shades of red.

In Single Player mode, when you are injured, you will be knocked out of the game until the next score, at which time you can bring in a substitute off the bench.

In Multi Player mode, when you are injured, you will be knocked out of the game until the next score, at which time a predetermined substitute comes off the bench as a replacement.

In Exhibition play, injured players are pulled from the lineup until the end of the game. Dead players are also removed from the lineup until the end of the game.

In Gauntlet play, injured players are pulled from the lineup until the end of the game, but are available in the next game. Dead players are unavailable for the remainder of the Gauntlet.

NOTE: See also "Substitutions."

Shot Cam

A shot cam automatically appears when you are near the goal and take a shot, along with a shot power meter. The cross hairs in the shot cam indicate where your shot will go when it is released.

Shot Power Meter

The shot power meter indicates how much velocity your shot will have when it is thrown. For a power shot, hld down the Spacebar to increase the shot power, and then release the Spacebar to throw the rok. This enables you to control the exact power of the shot.

NOTE: The shot power meter is not applicable for the quick shot, since the velocity is controlled by the computer.

Rear-View Cam

If an opponent is coming up behind you, the rear-view camera appears. The rear-view cam is automatically controlled by the computer.

Roster

In the upper left-hand corner of the HUD are the game rosters. Your team is on top and your opponents are on the bottom. On your team, the two players in the drome are listed first and the two players on the bench are listed second.

Yellow	You

Red	Teammate currently playing

Green	Teammates on the bench

Black	Dead or injured teammates

The players on the bench have either a 1 or a 2 next to their names to indicate the key to press to bring them into the game.


HISTORY OF HYPERBLADE

Origins

HyperBlade was born in the early 2020s in the underground drainage canals and reservoirs of urban centers. The concrete surface was unforgiving, but pioneers of the game were aggros with a vision. They armed themselves with hijacked tools from other sports: lacrosse sticks, jai alai cestas and even molded shovels. They called their weapons of mass scoring and pain "jaks."

Stones that didn't bounce, but were heavy enough to fly accurately became the projectiles of choice. These jagged hunks of earth weren't really balls, they were "roks."

The skaters tried hockey protective pads and motorcross plates to guard their loins. The gear was barely effective, and players were often mortally injured during heavy gameplay. Those glory days were tough. The only trophies the players could look forward to were broken bones and shredded skin. The pain made it challenging and the thrills made it fun.

The Transnational HyperBlade League

By 2030, national HyperBlade teams from Europe, Russia and the U.S. were touring the globe and playing HyperBlade exhibitions before sold-out arenas. In 2033, the popularity of this blossoming pastime motivated an ambitious group of investors to form a professional HyperBlade league under the banner of the Transnational HyperBlade League (THL). The League featured a single international conference with four teams: the Chicago Chaos, the New York Glory, the Leeds Knights and the Moscow T-34s. After playing a 16-game schedule where each team played the other four times, all four squads were seeded by records in a single-elimination tournament where Leeds defeated New York to become HyperBlade's first official championship team.

Development of the THL

The now-sanctioned HyperBlade league began to evolve almost immediately after its conception. The 16-game schedule remained in place for the THL's sophomore season, but the playoff format was expanded to have a five-game series for the semi-final round and a seven-game series in the championship final as Moscow defeated New York four games to two in 2034.

In the off-season that followed, the Glory chose head coach Dale Flatt as scapegoat for New York's second consecutive loss in the finals. In an unprecedented move, New York fired their coach and elected not to replace him, but instead had the team run by then team captain and now HyperBlade Hall of Famer, Billy "The Bomber" Drake.

In the face of criticism (from inside and outside the League) for defying the natural laws of sport, New York justified their innovative tactic by winning the 2035 HyperBlade championship, defeating Moscow four games to three. After Chicago captured their first (and still only) championship the following 2036 season, it appeared that parity had firmly been established. However, over the next five years Moscow would shatter this illusion of HyperBlade equality by winning five consecutive championships with ease.

By now all four HyperBlade teams were led by captains or veteran players rather than coaches. In this new sport where coaches rarely had more experience than the players they coached and small four-man rosters could be easily managed, coaches were obsolete. Victor Grippi represented the end of an era after being dismissed by Chicago mid-way through the Chaos' 2038 season.

Refining the Game

To combat the juggernaut teams of Moscow, who dominated the game with superior speed and skating, the 2041 season introduced the element of obstacles into the arenas, or "dromes". Each team was required to fill a minimum amount of square feet with a variety of obstacles devised by the THL's Board of Governors and approved by the League's owners. While the bigger, stronger clubs from Leeds and Chicago cluttered their dromes to the highest capacity allowed, the hot-doggers from New York and Moscow hosted the barest minimum of hindrances.

Apparently there were just enough impediments to slow the feared T-34 onslaught as the 2041 final saw Leeds sweep the once-invincible five-time defending champs. Moscow quickly adapted to less open dromes and found their winning formula again by winning four more titles over the next nine years, the championships from Leeds during the '43 season, and consecutive titles from New York in 47-48, and another in '50. Thus the League was convinced that competitiveness had been established in the THL once again.

Chaos in Chicago

Despite the THL's claim of parity throughout the four-team league, Chicago had not won a championship since 2034, and the Chaos sought drastic reform in an effort to play catch-up to their HyperBlade rivals. Despite enjoying winning seasons over the last 10 years including four championship appearances, the Chaos' failure to capture the cup in over 16 years made Chicago the recurring joke of the THL.

In an attempt to change a shameful image that embarrassed fans and players alike, Chicago gave themselves a face-lift for the 2051 season, altering team uniforms in color and style, and changing the team name to the Chicago Machine. Their new look brought them record HyperBlade merchandising sales, and resulted in a franchise-best 13-3 record and an appearance in the championship. But 2051, like so many other seasons, was the year of the T-34 as Moscow defeated the Machine and their new look four games to one.

Expanding the League

Entering the 2050s, HyperBlade's popularity had overtaken every other pastime and was now the most popular sport in the world. Demand from other major markets including Tokyo and Los Angeles forced the THL to expand into four new cities, creating four new teams: the Los Angeles Shock Wave, the Tokyo Ronin, the San Francisco Fury and the Houston Lone Stars.

The four new teams were given their own conference where they maintained a 16-game schedule, playing each conference opponent four times and teams from the original conference once each. To guarantee a shot at the championship for one of the four expansion teams, the playoff system was set up so that the two best records from each conference played one another in a conference final, with the winners competing for the championship.

San Francisco represented the expansion clubs in the league final and had dreams of a Cinderella season dashed by the more experienced Leeds Knights, who swept past their newest rival to the 2052 crown. The following year, Tokyo put up a more noble fight taking the first two games of the championship on the road before being overwhelmed in four of the next five by Moscow.

While fans and League administrators alike saw a high level of competition among HyperBlade's expansion teams, unanimous opinion held that the new teams were no match for the League's pioneer teams. The Eastern Conference, nicknamed "The Big Four" for the four original HyperBlade teams, was characterized by its pure HyperBlade style combining an equal amount of speed and physical power. The Western Conference, mocked as "The Little Four," adopted its own techniques that relied on more aggressive play where offense was king and defense was optional.

Ascendance of the Western Conference

The two previous championships had proven that new HyperBlade philosophies were inferior to old established ones, and Chicago intended to prove this again in the 2054 final as they met Los Angeles in the Shock Wave's first championship appearance. Bolstered by a 20-year championship drought, the Machine were taking no opponent lightly as they viciously fought to a 2-0 and then 3-1 series lead over L.A.

In the face of the merciless Machine, the Shock Wave boasted that their three tight losses (each by one goal) could have easily been wins, and victory was right around the corner. L.A.'s confidence proved to be warranted as the Shock Wave engineered the greatest HyperBlade comeback in championship history, winning three consecutive games to capture theirs and the Western Conference's first championship title. While die-hards of the old system would blame the Chicago jinx, L.A. and the League knew that the Shock Wave had truly legitimized HyperBlade's newcomers and their West Coast style.

The 2056 season witnessed Tokyo upsetting an overconfident L.A. team in the conference final, but victory went to the East for the third time in four seasons as Moscow quickly dismantled the Ronin in the championship, four games to one. Despite Moscow's victory, respect for the West from their older eastern brothers remained as the Shock Wave championship the previous season snowballed into a string of regular season victories — the West dominated the East for the first season ever, going 9-7 in conference contests. The power of the West was again declared in the final of 2057 when San Francisco won its first HyperBlade championship, defeating Moscow four games to two.

International Blade Association

Expansion to new markets added to HyperBlade's already staggering success; and, for the first time, the THL would discover competition to its professional league when European interests created the rival International Blade Association (IBA) to compete against the THL during the 2058 season.

The new league hosted teams from untapped HyperBlade markets: the Munich Sturmnacht, the Hong Kong Hurricanes, the Warsaw Ambush and the Sydney Tiger-Snakes. Sell-out crowds in each of these venues made the IBA a legitimate competitor to the THL's 25-year reign. Leeds defeated San Francisco in the THL's '58 championship, four games to three; and, for the first time in League history, its champion was forced to share the spotlight with another crowned victor from Munich, who defeated Sydney to capture the IBA's first HyperBlade title.

IBA Innovations

HyperBlade's audience was fast being divided as the IBA markets and their neighboring cities quickly gave their loyalty to the rookie league. The IBA added a new twist on the game as they introduced HyperBlade fans to the two-point shot, creating even more offense for the fastest game on earth. By raising the allowable number of obstacles and permitting designs more sinister than ever, the IBA elevated the level of brutality in HyperBlade to new heights. Blood-thirsty audiences everywhere (even in THL markets) began turning their attention to the league being credited as "The Real Man's HyperBlade League."

The one trump card still held by the THL was the superior product they were presenting with more talented players and franchises with 20-year traditions. The tradition of the THL proved contestable as THL veterans such as Ted "The Hammer" Barnes and Stu "Razor" Rodan defected to the rival IBA, leveling the talent pools in each league. In '59 Razor Rodan became the first player to win titles in both HyperBlade leagues as he led the Warsaw Ambush to the IBA championship. Only two days later New York defeated L.A. four games to two for the THL title.

Competition In and Out of the Drome

In 2060 the battle for HyperBlade veterans cooled as each league focused their recruitment on the young talent, notably a hot prospect with unheard of potential from Houston, Texas named Kurt Reynolds. The Houston Lone Stars, 2-10 in the previous season of '59, benefited from the fact that it was Reynolds's childhood dream to wear the colors of his native Houston team. The Lone Stars snatched up the future franchise player with their first overall draft pick and Reynolds, who became Rookie of the Year, led the Lone Stars to their best-ever regular season performance (11-5).

Despite creating the most dramatically improved team in HyperBlade history, Reynolds's vision of a Lone Stars championship fell short in the 2060 Western Conference final as Houston was defeated by San Francisco, three games to two in the Lone Star's first-ever playoff appearance. The Fury went on to defeat Chicago, four games to one, for the Fury's second HyperBlade championship. In the IBA, Warsaw defeated Munich for the second straight year in a bloody IBA championship.

The End of the IBA

Despite the growing popularity of the IBA, pending financial concerns were taking priority. Ridiculous salaries being paid to defecting THL players, the construction of expensive luxury arenas and the IBA's inability to secure strong television contracts threatened to bankrupt the up-and-coming league. A divide-and-conquer strategy allowed the THL to knock off its financially strapped competitor, when the THL struck a separate deal with nervous owners of the Munich Sturmnacht and the Warsaw Ambush, the best (and highest revenue-earning) teams in the IBA, who agreed to play the 2061 season as members of the THL. This final blow proved the fatal one for the IBA, which declared bankruptcy and folded after its short-lived existence.

In the newly strengthened THL, conferences were increased to five teams each with Munich entering the East and Warsaw the West. Seasons were extended to 17 games per team as each team played conference opponents three times and non-conference teams once.

Along with its adoption of the IBA's powerhouse teams, the THL sought to add a couple of the IBA elements to appease this new HyperBlade audience. The widely loved two-point shot was unanimously accepted by the THL Board of Governors. Additionally, to help the sluggish, albeit bigger and stronger teams from Munich and Warsaw compete, the League increased its maximum requirement of obstacle-space per arena, and approved all but two of the IBA's deadly obstacle inventions.

In order to help prevent the rise of another IBA, the THL promised to show more attention to new markets seeking expansion by proposing to add two new teams every three years, beginning with the 2065 season.

Finally, the conclusion of an eventful 2060 saw the San Francisco Fury sold for a record one billion dollars to Seattle entrepreneur Neil Patel, who moved the new acquisition up north to his hometown.

The Toughest Hombre in Town

In 2061, Warsaw looked forward to showing their new league the rough-and-tumble style they used successfully in the IBA, but Munich showed less confidence in their old strategy. The off-season witnessed a face-lift of the Sturmnacht roster as Munich traded its bruising mammoths for smaller, faster players that could hang with the faster, more skill-oriented game of the THL. The Sturmnacht's gamble proved wiser as their 11-6 record topped the over-sized, under-fast Ambush, who finished 5-12.

However, the inaugural seasons of both teams were to be overshadowed by the rising of a new HyperBlade dynasty led by Kurt "Hombre" Reynolds. In only his sophomore season, Hombre led Houston to their first ever HyperBlade championship as the Lone Stars defeated New York four games to two. The following season saw Munich improve once again as they captured the Western Conference regular season title with a record of 12-5 and advanced to their first THL championship. While displaying a well-balanced, disciplined attack, the Sturmnacht found themselves over-matched by Hombre and the Lone Stars as Houston won its second consecutive HyperBlade crown.

Following their championship, Houston's off-season burned with intra-team animosity as Brandon "Sentry" James complained of the great salary discrepancy between himself and his higher paid teammate. Many believed the true underlying problem was the lack of credit for Houston's back-to-back championships being given to the media-hungry Sentry, while Hombre received all the acclaim. A trade was unavoidable and Sentry was dealt to New York for a future first-round draft pick.

Houston's upset in the Western Conference final of the 2063 playoffs seemed to justify Sentry's claim that he was an integral part of the Lone Stars' success as L.A. foiled the Lone Stars' three-peat hopes. L.A. went on to capture their club's second HyperBlade championship with a victory over Munich, four games to two.

Proving the critics wrong was the only motivation Hombre and the Lone Stars needed for the 2064 season. They romped through the regular season with a record of 13-4, and didn't drop a single game in the conference championship. In the East, Munich had their own monkey on their back, as they sought to shake the role of "always the bridesmaid but never the bride." Houston would win this battle for respect as the Lone Stars captured their third THL championship with a sweep of the Sturmnacht in the championship.

New Horizons

In the awards ceremony crowning Houston as the THL's 2064 champions, the League also announced their expansion into Toronto and Las Vegas for the 2065 season. To accommodate the new teams, the League would re-align the conferences by placing Chicago in the West along with Las Vegas, and moving Warsaw to the East with Toronto. Finally, due to the unprecedented increase in injuries following the League's increase in team schedules from 16 to 17 games, the THL would again revert to the old 16-game schedules, having each team play conference opponents twice and non-conference opponents once.

New Horizons (and Dark Clouds)

Almost unnoticed in the subsequent Winter League meetings, the President of  Petresen's Potato Clogs, a major sport sponsor, proposed an amendment at a Rules Committee session to add another definition of victory to HyperBlade. The so-called Wipeout Rule declared a win if a team was able to kill all of the opposing forwards and then score a goal. After much discussion by the HyperBlade officials and sponsors over the possible effect on viewership and recruitment of future players, the Rules Committee unanimously passed the amendment.

Once word of the new rule reached the THL players, vicious arguments erupted between dromers. Some players welcomed the rule and began plotting new strategies that not-so-coincidentally included the demise of their most hated opponents. Other players argued that the brutal nature of HyperBlade had been carried too far and began lobbying for the first-ever players' strike. Ultimately, the pacifist faction failed utterly in their attempt to rally their peers to strike, and their stance drew little support from the HyperBlade fans. The controversy, however, stoked even more interest in the world's most popular sport. Fans from around the globe eagerly awaited the coming season to see how the players would react to the new teams and the new rules.


HUD

Click on number to get description.


HYPERBLADE RULES AND REGULATIONS

Introduction

HyperBlade is a fast-action, high-brutality team sport that combines elements of hockey, lacrosse and boxing in a high-tech environment where almost anything goes — including, at times, players' body parts. The basic object of the game is very simple: score more points than your opponent.

Two teams fight for possession of a rok, a small, heavy ball that is thrown into the goal. Each team is composed of three players: two forwards and a goalie.

The teams compete in a drome, a large concave hemisphere approximately 220 feet long, 135 feet wide and 70 feet deep. The dromes contain objects of various types that enhance game strategy: some are obstacles, some provide weapons or increased scoring ability, and some give a player a temporary power enhancement.

All dromers (HyperSlang for "players") wear body armor and are outfitted with special scoops, called jaks, that enable players to pick up the rok. The dromers skate on high-tech power assist skates that shoot players around the drome.

Game Length

HyperBlade games are three periods long, each period lasting five minutes (default — see "Options Screen"). The game begins with the dromers lined up on either side of the startgun, which rises from the drome's center point and launches the rok to the right or left. The teams attempt to toss the rok into the goals, which are located on opposite ends of the drome. After every score, the timer stops and the dromers return to the startgun to resume play.

At the end of each period, the dromers return to their locker rooms for a brief rest, then come back to the startgun and continue the game. During this break in game action, spectators can check the video marquee for the score and game statistics (see "Video Marquee").

Scoring

Each time a rok is thrown into a goal, it is worth one point. However, some dromes are equipped with multipliers, which act to increase or decrease the rok's scoring value when a player touches the multiplier with the rok. A goal scored with a multiplied rok can be worth two or four points, depending on how many times a team has activated the multiplier. If the opposing team has multiplied the rok, the player can grab the rok and take it back through the multiplier to reduce or nullify the advantage.

Randomizer poles, which a player can activate to provide special temporary power-ups, enhance a player's scoring ability and will also multiply the rok score at times.

Scoring with an opponent's decapitated head results in a 4X scoring bonus, and is a great way of intimidating the opponent.

A tie score is allowed in HyperBlade games, since overtime has been deemed too dangerous for the current breed of player. However, this rule is under evaluation by the League office, and may be changed for the next season. The League has also instituted a controversial new Wipe Out Rule.

Brutality

While scoring is what wins the game, HyperBlade teams are allowed — in fact, encouraged — to use physical intimidation and brutal fighting tactics to achieve victory. As it has been since the sport's inception, any and all fighting activities (such as punching, slashing and tripping) are allowable tactics.

With the advent of medical and biotechnology breakthroughs that allow humans to replace body parts and recover from injuries once considered irreparably fatal (such as decapitation), the Transnational HyperBlade League has ruled that deadly force is legal within gameplay. The Wipe Out Rule has further redefined game strategy. As a result, some teams have adopted strategies that emphasize maiming and killing to get the upper hand over the opponent before going in for the winning score.

Adding to the brutality element, all dromes are now equipped with weapons caches for offensive use, as well as obstacles that can injure the inattentive dromer who skates into them.

End of Period/End of Game

Normally, the period ends when time runs out, and a game ends at the end of the third period. If two players on a team are killed or injured (but the goalie is not), the period (or if in the third period, the game) can end either when time runs out or with the next score. If all players on a team are killed, the game ends on the next score and an automatic win is awarded to the surviving team. If the time runs out and a goal has not been scored, the team with the highest point total wins.

In practice, this means a team that is far behind in points has two choices: (1) keep a single opponent alive so that a 2-on-1 advantage can be maintained until a lead is gained, or  (2) inflict fatal injuries on all players and leave time for a winning final shot.

Winning the Game

There are two ways to win a HyperBlade game. You win if you end the match with a higher score than your opponent. You can also be awarded a win via the Wipe Out Rule if you kill all four opposing forwards and then score a goal.

Rosters

There are currently 12 teams in the Transnational HyperBlade League — six of the teams are from the United States, while the other six are located in a variety of countries around the world (see "HyperBlade Team Profiles" for more information). Each team's full roster is quite small, with only two starting forwards, a starting goalie and two replacement forwards on the bench — five players in all.

Usually, the starting forward positions are played by one fast, small offensive specialist (the striker) and one strong, heavy defensive specialist (the defender). However, League rules do not dictate a division of duties for the forward position. A team can choose forwards with any set of skills it deems desirable.

Substitutions

Because of the bruising nature of HyperBlade, substitutions are allowed at any time within the game. Players must consider going to the bench and conserving their strength to avoid becoming fatalities, especially over the course of a full season. The prospect of serious bodily injury or imminent death encourages many dromers to adopt a "kill or be killed" style of play.

You can substitute your current player for whomever is on the bench. By default, you start each game with your two starters, and the two scrubs are on the bench. The bench slots are labeled 1 and 2 on your HUD. To substitute a player for one on the bench, press 1 or 2 on your keyboard and the player you are controlling will be replaced by the teammate who is assigned to seat 1 or 2. While the substitution occurs, your control is switched to the other teammate in the drome so that you can remain part of the game. While a player is on the bench, his/her health rating slowly improves as time elapses. After a period break, all players are restored to full health.

The best time to put a starter on the bench is when his health is getting close to zero and he is in danger of sustaining an injury or getting killed. If a player is killed in the drome, you won't be able to use him for the rest of the match. If you are playing in Gauntlet mode, moreover, the player will be lost for the remainder of the Gauntlet. Therefore, it is critical to track your players' health levels during the game.

See "Exhibition" and "Gauntlet."


HYPERBLADE STRATEGY — TIPS AND TRICKS

Scoring

•	Try approaching the goal from the side instead of head-on. The goalie will not react as quickly as he would on a straight-in shot.

•	Shoot with as much power as you can. The Quick Shot key (F) gives you a fast shot of medium power. In Expert mode, you may want to start holding down the Spacebar to power-up your shot when you are just past the center line.

•	Don't carry the rok too close to the goalie; he may kill you for it.

•	Use the multiplier early and often. It's good to get a big lead.

•	Hot-doggers take note: jumping while shooting will give you a cool trick shot.

•	Use Training mode to practice maneuvering in the drome, scoring goals, and basic HyperBlade moves.

Defense and Attacking

•	Follow the rok. Change players often to keep the pressure on the rok carrier. Attack as often as you can.

•	Use the swarf on a player going for a breakaway shot. Often it will trip a dromer up and you can skate in and scoop up the loose rok.

•	Try placing mines by the multiplier or in front of your own goal. Or you can hold on to them and drop them as an opponent tries to skate up on you from behind.

•	When attacking opponents, slashing and tripping do more damage than punching. A killball is also good for reducing an opponent's health rating, and it's fun to see an opposing dromer do the funky chicken. Advanced players should switch to the Expert Attack mode, which allows you to choose the kind of attack you want to employ.

•	Check your Heads Up Display to see which opponent has the most health damage. Attack that dromer first.

Getting into Position

•	Conserve your speedburst for just the right time. It can make the difference between an open shot and a shot made in traffic.

•	Zig when they think you're going to zag.

•	Work on your passing. Keep track of your teammate's position. Sometimes you can get an open shot by fooling the goalie and kicking the rok back to your teammate instead of shooting it. We call this the Picard maneuver.

•	You can skate just as fast up the lip of the drome as you can straight down the middle.

•	If you are knocked down, press the Speedburst key (D) to get up faster.

NOTE: Use Training mode to familiarize yourself with the drome, drome objects and keyboard moves. To choose this mode, go to the LOBBY and select OPTIONS.


HYPERBLADE TEAM PROFILES

HyperBlade consists of 12 teams in two different conferences:

Western Conference	Eastern Conference

Chicago Machine	Leeds Knights

Houston Lone Stars	Moscow T-34s

Las Vegas Black Jack	Munich Sturmnacht

Los Angeles Shock Wave	New York Glory

Seattle Fury	Toronto Crusade

Tokyo Ronin	Warsaw Ambush

Chicago Machine (Western Conference)

The Machine is a team of extremes. The Chicago starters have very different philosophies of gameplay. One takes a conservative, textbook approach, opting for slowly and steadily pounding opponents. The other takes a more radical approach, stressing fast and chaotic play to keep the opponent guessing and catch them off-guard. They compliment each other well and, as long as they stay healthy, the Machine works; however, several strong jolts can loosen their gears and Chicago will choke and sputter all over the drome.

Houston Lone Stars (Western Conference)

Lone Star justice is swift, and Houston is out to clean up every town they travel to with the fastest shots in the league. The Lone Stars' extraordinary rok-handling ability is no accident — this team stresses discipline and a commitment to "practice makes perfect" that makes them one of the most solid teams in both zones of the drome. Don't get into a come-back situation with this team or you'll be buzzard bait. On the road, Houston can be embarrassing to the home team.

Las Vegas Black Jack (Western Conference)

It is quite fitting that the Black Jack play in Las Vegas. This team prides itself on taking big chances. Not gifted with terribly big or powerful players, the Black Jack use their gifted arms and skating abilities for risky pass plays that often leave them vulnerable on defense. It's a roll of the dice that also produces breakaways and big-time jackpots in scoring. If Vegas finds the system that works against you, they'll use it again and again.

Leeds Knights (Eastern Conference)

The Leeds Knights sharpen their jaks and polish their body cladding in much the same way medieval knights did centuries ago; however, make no mistake about it, chivalry is dead in England. In Leeds, mercy is for the weak and the Knights deal their deadly blows with pride and dignity. The Knights are one of the soundest and toughest teams to beat, whether they're at home or on the road. They are out to see the heads of every player in the league propped up on lances outside their dromes.

Los Angeles Shock Wave (Western Conference)

The Shock Wave electrifies audiences with a game plan that resembles a Hollywood script, dividing periods into "acts" and ending each game with a bang! Their insatiable thirst for scoring goals and putting on a good show often leaves their goalie on the cutting room floor. At home, the Shock Wave's spotlight can be blinding to opponents.

Moscow T-34s (Eastern Conference)

The T-34s take their name from an ancient Russian tank that prided itself on balance and adaptability, which describes this team to a "T"-34. Moscow has taken a page from its ancient past, committing itself to a rigorous training routine that stress equality in all areas of play. The result is a stripped down, lean, scoring machine that guards its defensive zone like a mother bear defends her cubs — with deadly efficiency.

Munich Sturmnacht (Eastern Conference)

The Munich Sturmnacht or Storm Knights gust through dromes like the gale force winds of a hurricane, reaching new records for speed and height. Munich prefers low-scoring games where they can get a small lead and play keep-away for the rest of the night. Other dromers will be hard-pressed to catch these wind-riders, but if they do, they'll find that the Sturmnacht can be easily blown over.

New York Glory (Eastern Conference)

It's every person for her/himself in the Big Apple and the New York Glory are no exception. For a team whose dromers compliment each other so well, with a hard-hitting checker and a rok-stealing sharpshooter, their lack of both offensive and defensive cooperation often results in losses that should have been wins.

Seattle Fury (Western Conference)

Big and strong, the Seattle Fury rains down on unwary opponents who dare to enter their defensive zone. What this team lacks in offensive ability they compensate for with a tireless game plan that stresses caution, consistency and protection of their goal at all costs. These bruisers keep score by the body count, not goals.

Tokyo Ronin (Western Conference)

Patient and powerful, the Tokyo Ronin are masters of deception. This heavyweight team takes its time, dishing out a spicy array of lumps and bumps, and luring unsuspecting teams into believing they're one-dimensional. Teams would be wise to avoid this mistake, however, for the Ronin have the potential to explode at the goal at speeds men half their size can't achieve. The Ronin are most lethal at home — any team that gets sucked into playing "Ronin rok" there commits hara kiri.

Toronto Crusade (Eastern Conference)

This team's name is fitting, for Toronto is on a Crusade to win the HyperBlade championship not only for the fans of Toronto, but for the entire country of Canada. Being Canada's only team, home games are always sold out with fans eager to see their veteran bruiser and their speedy rookie super star. "Surge" Kunkel is both the smallest and the toughest player in the league, and he'll never give up until the final buzzer sounds. Visiting teams who are unlucky enough to defeat the Crusade run the risk of being killed by the fans.

Warsaw Ambush (Eastern Conference)

Ambush is hardly a fitting name for these lumbering giants whose enormous powerhouse bodies have all the sneaking qualities of two Sherman tanks! This team has sacrificed speed and ground clearance for bone-crushing strength and a shot that can kill a goalie who's not properly protected. Wise players steer clear of their devastating checks. Like the proverbial David and Goliath, it may take a tiny, quick man to bring down these giants.


Health Bar
Team Score/Health Bar

The score and the health bars are displayed in the lower left of your screen. The health bars get lower as you take hits and lose health. The health bar of the player you are controlling is yellow; all other players' health bars are indicated in shades of red.

In Single Player mode, when you are injured, you will be knocked out of the game until the next score, at which time you can bring in a substitute off the bench.

In Multi Player mode, when you are injured, you will be knocked out of the game until the next score, at which time a predetermined substitute comes off the bench as a replacement.

In Exhibition play, injured players are pulled from the lineup until the end of the game. Dead players are also removed from the lineup until the end of the game.

In Gauntlet play, injured players are pulled from the lineup until the end of the game, but are available in the next game. Dead players are unavailable for the remainder of the Gauntlet.

NOTE: See also "Substitutions."


Hurdle
A hurdle is a thick barrier of treated concrete designed to induce severe concussions. A well-timed jump over a hurdle is extremely effective for eluding pursuers who are coming up behind you. Just don't run into the hurdles — you'll get knocked silly. Running into a hurdle, however, does not cause health damage.


KEYBOARD CONTROLS

Click here to view Keyboard Layout.

Keyboard Commands

Movement

Up-Arrow 	FORWARD (You must press and hold to maintain forward thrust.)

Down-Arrow	STOP

Left-Arrow	Turn LEFT

Right-Arrow	Turn RIGHT

Double Up-Arrow	JUMP

Double Down-Arrow	CROUCH

Double Left-Arrow	SIDE PUNCH (left)

Double Right-Arrow	SIDE PUNCH (right)

Special Moves

S	AUTO ATTACK or EXPERT ATTACK. S+Arrow Keys in Expert Attack mode gives you special fighting moves:

S+Up-Arrow	Slash Move

S+Down-Arrow	Leg sweep

D	SPEEDBURST key. Very important. A power bar appears in the upper left corner of the screen to show how much speedburst you have available.

C	PASS when on offense; CHANGE PLAYER when on defense.

F	QUICK SHOT. Shoots rok immediately at medium velocity.

E	JUMP. Acts like Double Up-Arrow.

Spacebar	POWER SHOT (when you have the rok). Hold the Spacebar to power-up shot, then let go to release the rok. Enables precise control over shot power and can give you a more powerful shot than the Quick Shot key. NOTE: If you shoot while jumping, you can get a trick shot.

CALL FOR PASS. If your teammate has the rok, press the Spacebar to call for a pass.

Substitutions

1	SUBSTITUTE player 1 on bench.

2	SUBSTITUTE player 2 on bench.

Game Controls

- or +	ADJUST SCREEN SIZE smaller or larger using the numeric keypad keys.

Esc	QUIT the game.

Pause	PAUSE the game (single-player games only).

F1	HELP (not available in drome).

F7	Turn On/Off BILINEAR FILTERING of texture maps in Windows 95 3-D version.

F8	Turn On/Off DROME TEXTURES in Windows 95 3-D version.


KEYBOARD LAYOUT


Killball Charger
The killball charger is a large arch on the drome floor. When carrying the rok, skate through this gate to charge the rok. You'll see the rok change shape to indicate its electrically charged nature. You can point the rok at an opponent and press the Attack key (S). The killball will automatically seek and destroy, and your opponent will receive an electroshock and sustain significant health damage.


Laser Hurdle
The laser hurdle acts like a hurdle but with a surgical laser pulsing between two waist-high diodes. The laser beam operates at full strength 75% of the time, and at minimum strength the remainder of the time. It is therefore possible to escape injury going through the laser hurdle (if you really want to take that chance), but it will chop you in half if you run through at low health. You would be wise to avoid this vicious object at all cost — otherwise you might end up staring at your lower half . . . eye to kneecap.


M- The Dromers Equipment
CONTENTS

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

THE DROMER'S EQUIPMENT

Body Armor

The Skates

Head-Gear

The Jak

The Drome

Game Objects

KEYBOARD CONTROLS

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


M-Game Interface-The Lobby
CONTENTS

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

THE DROMER'S EQUIPMENT

KEYBOARD CONTROLS

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

Players Only Screen (Locker Room)

Single Player

Multiplayer

Options Screen

Information Screen

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


M-HyperBlade Rules and Regulations
CONTENTS

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

Introduction

Game Length

Scoring

Brutality

Winning the Game

Rosters

Substitutions

THE DROMER'S EQUIPMENT

KEYBOARD CONTROLS

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


M-HyperBlade Strategy Tips and Tricks
CONTENTS

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

THE DROMER'S EQUIPMENT

KEYBOARD CONTROLS

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

Scoring

Defense and Attacking

Getting into Position

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


M-Keyboard Controls
CONTENTS

ABOUT HYPERBLADE

HYPERBLADE RULES AND REGULATIONS

THE DROMER'S EQUIPMENT

KEYBOARD CONTROLS

Keyboard Layout

Keyboard Commands

HEADS UP DISPLAY INFORMATION

GAME INTERFACE — THE LOBBY

CONTROLLER SETUP

HYPERBLADE STRATEGY — TIPS AND TRICKS

HISTORY OF HYPERBLADE

HYPERBLADE TEAM PROFILES

DROME DESCRIPTIONS


Mine
A red cone-shaped proximity explosive device. To drop the mine, press the Attack key (S). The next player who skates over the mine will set off an explosion. Otherwise the mine will self-detonate after 10 seconds. Any dromer near the mine when it detonates will sustain health damage. Mines can be strategically placed in front of your own goal.


Multiplier
The multiplier looks like a finned flagpole rising out of the drome floor. Skate through this device with the rok and multiply the value of your next score by two or four. The multiplier effect lasts until a goal is scored, unless it is changed by the opposition. If the opposition grabs the rok and touches the multiplier, they will reduce your multiplier advantage until it is nullified — each subsequent time the rok is multiplied, their next goal will be multiplied by two or four.

NOTE: A spinning multiplier can knock you around but it won't cause health damage.


Quitting the Game

From any point in the game, you can quit by pressing the Esc key.


Radar

The radar in the lower-right of your screen shows the location of the rok and the players (the rok is yellow; your teammate is blue). Opposing players are dark red and bright red.

Rok Finder/Goal Finder

A white line drawn from the center of the radar shows you where the rok is. If you have the rok, you'll see an arrow that rotates around the radar, pointing to the goal.


Ramps
Ramp
A ramp provides an easy way to get airborne quickly and make spectacular jumps. Use it to make up ground, and to avoid objects and opposing dromers.


Randomizers
Along the lips of the drome are a series of randomizer poles. When you carry the rok and skate through a randomizer pole, you will receive a random power-up. The randomizer will change color and a sound will play to indicate the power-up. The announcer will then indicate which random power-up is in effect:

••	Longshot — Enables you to shoot the rok farther, and good for only one shot.

•	Immunity — Gives you immunity from damage for a short time.

•	Tune — Plays your team's fight song.

•	Slowdown — Slows down opposing players for a short time.

•	Re-energizer — Restores your health rating, either 20% or all the way back to full strength.

•	Multiplier — Multiplies the score of the rok, just like the multiplier.


Rok

The rok is a polyhedral "ball" made of wound polymer filament. The addition of a heavy metal core prevents unwanted bounce while enhancing velocity. A professionally pitched rok has been clocked at upwards of 100 mph.

Using magnetronic shaped-field technology, the rok can change states depending on how a dromer uses it. By passing the rok through a multiplier, its scoring ability will change. If the rok is carried through a killball charger, then it will get electrically charged and it can be used as a weapon. The rok will also change shape and color to indicate the charged state.


Roster

In the upper left-hand corner of the HUD are the game rosters. Your team is on top and your opponents are on the bottom. On your team, the two players in the drome are listed first and the two players on the bench are listed second.

Yellow	You

Red	Teammate currently playing

Green	Teammates on the bench

Black	Dead or injured teammates

The players on the bench have either a 1 or a 2 next to their names to indicate the key to press to bring them into the game.


Shot Cam

A shot cam, along with a shot power meter, automatically appears when you are near the goal and take a shot. The cross hairs in the shot cam indicate where your shot will go when it is released.

Rear-View Cam

If an opponent is coming up behind you, the rear-view camera appears. The rear-view cam is automatically controlled by the computer.


Shot Power Meter

The shot power meter indicates how much velocity your shot will have when it is thrown. For a Power Shot, hold down the Spacebar to increase the shot power, and then release the Spacebar to throw the rok. This enables you to control the exact power of the shot.

The Shot Power Meter is not applicable for the Quick Shot since the velocity is controlled by the computer.


Speedburst
Speedburst Indicator

At the top left corner of the screen, your available speedburst is shown. Speedbursts don't last long, so use them wisely.


Startgun

The startgun is located in the center of the drome. It rises from the drome floor and launches the rok at the beginning of each period and after each score. After launching the rok, the startgun then retracts underneath the drome floor.


Substitutions

Because of the bruising nature of HyperBlade, substitutions are allowed at any time within the game. Players must consider going to the bench and conserving their strength to avoid becoming fatalities, especially over the course of a Gauntlet. The prospect of serious bodily injury or imminent death encourages many dromers to adopt a "kill or be killed" style of play.

You can substitute your current player for whomever is on the bench. By default, you start each game with your two starters, and the two scrubs are on the bench. The bench slots are labeled 1 and 2 on your HUD. To substitute a player for one on the bench, press 1 or 2 on your keyboard and the player you are controlling will be replaced by the teammate who is assigned to seat 1 or 2. While the substitution occurs, your control is switched to the other teammate in the drome so that you can remain part of the game. While a player is on the bench, his/her health rating slowly improves as time elapses. After a period break, all players are restored to full health.

The best time to put a starter on the bench is when his health is getting close to zero and he is in danger of sustaining an injury or getting killed. If a player is killed in the drome, you won't be able to use him for the rest of the match. If you are playing in Gauntlet mode, moreover, the player will be lost for the remainder of the Gauntlet. Therefore, it is critical to track your players' health levels during the game.


Swarf
A green modified anti-personnel projectile that looks like three roks. Press the Attack key (S) to throw the swarf at an opponent. It will seek the nearest opponent and smack the dromer hard. Being hit by the swarf will usually knock a dromer down, but it will not cause health damage. Swarfs can also be used to jar a rok loose from an opponent heading toward your goal.


THE DROMER'S EQUIPMENT

Body Armor

Player armor is anatomically shaped to suit the individual. Plates are constructed of the ultimate impact-absorbing polymers to take the punishment of repeated checks and prevent fatalities. The armor is injection-molded with Cara-Paste, a biochemical gelatinous lining that provides protection and enhances a dromer's physical capabilities.

Cara-Paste conducts energy gained from power-ups to maintain armor cohesion under duress. The facilitating properties of Cara-Paste augment the players' strength, making them less susceptible to fatigue. Repeated hits against the armor will gradually wear down the Cara-Paste's consistency and negatively affect the player's game.

Strategic slash plates incorporated into the armor's design can be used both to attack or deflect. The slide plates on the legs and torso prevent drome rash in case of wipeouts or heavy tackling. A player's sensitive neck and spinal zones receive extra protection, as HyperBlade team owners need to protect their investments against unnecessarily easy injuries.

Each player's armor is custom-built to his or her own specs. The armor is usually quite artistic to reflect the personality of the player. Many outrageous styles have been tried, but the necessities of gameplay restrict the more outlandish attempts.

The Skates

A dromer's skates are custom boots riding a sharp chunk of kinetic composite. This "smart" material provides excellent traction and grip. The blade of the skate works as an accelerator and brake for the player while also absorbing tremendous shocks.

The boots slot into armor brackets to provide full protection and support, yet still allow mobility and comfort. While a variety of different boot styles are available commercially, most HyperBlade players work with companies to design their own custom-built boots. New prototypes are constructed all the time to provide greater speed, grip on the face or extended flight times.

Head-Gear

Head-gear is constructed from the same complex materials as the armor. Very often the helmets feature the next generation in featherweight materials to increase the ratio of protection versus weight. A distortion-free glare shield provides panoramic viewing capability and worry-free gameplay.

The helmets are media-enabled for inter-team communication. A built-in camera provides the networks with coverage from any player's POV. A heads-up display (HUD) gives the player real-time information on the location of the rok, positions of other players within the drome and up-to-the-minute timing and scoring. By League rules, heads-up displays are also jacked into the Jumbotron, to allow audiences a live view of the action from drome level.

With the new aiming hardware, players can guide their roks to target with a glance. Innovation is the watchword of HyperBlade. The new heads-up display is part of the HyperBlade interface.

The helmet is just as personal to the pros as their armor. Because the individual players are hidden within their gear, it is very important that their personalities be captured through detailed paint work and sculpting. Fans want their favorites to look cool while beating a rival team into obscurity.

NOTE: Click here to go to the "Heads-Up Display" section.

The Jak

The player's jak is a concave scoop of stiff flexum, enabling superior energy transfer and rok-trapping capabilities. Jaks are constructed of various materials to suit a player's taste: polymer, alloy, graphite and fiberglass. They attach to a bracket on the player's arm where they function as a literal extension of the body. Jaks are very effective weapons for slashing attacks, tripping and a variety of combat moves that make HyperBlade one of the most popular sports of the 2000s.

The Drome

A typical drome looks like the inside of a Graf Zeppelin. It's 220 feet from end to end, and 135 feet in diameter. The curved transitions go vertical and have a grindable lip with a roll-out deck. The goals are 10 feet across.

An inverted control tower hangs over the center of the drome like a high-tech stalactite. It contains the hanger for the flying cameras and the always-busy media control booth. The team offices and VIP Lounge can be found here. The pivoting Ops-Node, which is located on the tower's tip, is where the two Drome Magistrates monitor gameplay and keep track of each player's statistics.

Each HyperBlade team has a launch bay on the lip at the center of the drome's long wall. The bays are side by side and provide access to the locker rooms.

The most expensive seats in the house are in the windowed galleries above the drome's lip, and extend up toward the roof. They command a terrific view of the entire arena. Some dromes contain bleachers located beneath the skating surface of the transitions and along the vertical line. In these dromes, the players skate on a thick polymer plating with one-way viewing capability. This allows HyperBlade fans on a budget to see the action above, while providing an opaque surface for the dromers to skate upon.

Official dromes are surfaced with indestructible composite materials over various base materials, including duralumin, ceramic, glass, slate and plasteel. The specially designed polymer composite surface provides grip and high speed, and won't hang up a tumbling player. Having a drome with a design that captures the spirit of a team and its home city is very important to the commercial interests of the sport.

Obstacles of varying kinds can be placed at any point on the drome's surface: ramps, turnstiles, armories, randomizers, etc. Anything a drome designer can dream up can be implemented as long as it's sanctioned by the League.

Click here to see various drome objects.

Game Objects

Rok

The rok is a polyhedral "ball" made of wound polymer filament. The addition of a heavy metal core prevents unwanted bounce while enhancing velocity. A professionally pitched rok has been clocked at upwards of 100 mph.

Using magnetronic shaped-field technology, the rok can change states depending on how a dromer uses it. By passing the rok through a multiplier, its scoring ability will change. If the rok is carried through a killball charger, then it will get electrically charged and it can be used as a weapon. The rok will also change shape and color to indicate the charged state.

Startgun

The startgun is located in the center of the drome. It rises from the drome floor and launches the rok at the beginning of each period and after each score. After launching the rok, the startgun then retracts underneath the drome floor.

Ramp
A ramp provides an easy way to get airborne quickly and make spectacular jumps. Use it to make up ground, and to avoid objects and opposing dromers.

Turnstile
A turnstile is a rotating object with razor-sharp blades. It can be used by experienced dromers to elude the opposition. Skate through the arm to make it swing, and watch it hit the players who try to follow you through! Be careful if your health level is low — you may lose your head if you run into the spikes. And be sure to avoid the center pole. Additionally, being hit by a swinging turnstile arm will cause health damage.

Hurdle
A hurdle is a thick barrier of treated concrete designed to induce severe concussions. A well-timed jump over a hurdle is extremely effective for eluding pursuers who are coming up behind you. Just don't run into the hurdles — you'll get knocked silly. Running into a hurdle, however, does not cause health damage.

Laser Hurdle
The laser hurdle acts like a hurdle but with a surgical laser pulsing between two waist-high diodes. The laser beam operates at full strength 75% of the time, and at minimum strength the remainder of the time. It is therefore possible to escape injury going through the laser hurdle (if you really want to take that chance), but it will chop you in half if you run through at low health. You would be wise to avoid this vicious object at all cost — otherwise you might end up staring at your lower half . . . eye to kneecap.

Multiplier
The multiplier looks like a finned flagpole rising out of the drome floor. Skate through this device with the rok and multiply the value of your next score by two or four. The multiplier effect lasts until a goal is scored, unless it is changed by the opposition. If the opposition grabs the rok and touches the multiplier, they will reduce your multiplier advantage until it is nullified — each subsequent time the rok is multiplied, their next goal will be multiplied by two or four.

NOTE: A spinning multiplier can knock you around but it won't cause health damage.

Killball Charger
The killball charger is a large arch on the drome floor. When carrying the rok, skate through this gate to charge the rok. You'll see the rok change shape to indicate its electrically charged nature. You can point the rok at an opponent and press the Attack key (S). The killball will automatically seek and destroy, and your opponent will receive an electroshock and sustain significant health damage.

Armory
The armory looks like a large spiky flower. Inside the spikes are two weapons, a mine and a swarf. Skate through the armory to pick up whatever weapons are available:

Mine — A red cone-shaped proximity explosive device. To drop the mine, press the Attack key (S). The next player who skates over the mine will set off an explosion. Otherwise the mine will self-detonate after 10 seconds. Any dromer near the mine when it detonates will sustain health damage. Mines can be strategically placed in front of your own goal.

Swarf — A green modified anti-personnel projectile that looks like three roks. Press the Attack key (S) to throw the swarf at an opponent. It will seek the nearest opponent and smack the dromer hard. Being hit by the swarf will usually knock a dromer down, but it will not cause health damage. Swarfs can also be used to jar a rok loose from an opponent heading toward your goal.

Randomizers
Along the lips of the drome are a series of randomizer poles. When you carry the rok and skate through a randomizer pole, you will receive a random power-up. The randomizer will change color and a sound will play to indicate the power-up. The announcer will then indicate which random power-up is in effect:

••	Longshot — Enables you to shoot the rok farther, and good for only one shot.

•	Immunity — Gives you immunity from damage for a short time.

•	Tune — Plays your team's fight song.

•	Slowdown — Slows down opposing players for a short time.

•	Re-energizer — Restores your health rating, either 20% or all the way back to full strength.

•	Multiplier — Multiplies the score of the rok, just like the multiplier.


The Jak

The player's jak is a concave scoop of stiff flexum, enabling superior energy transfer and rok-trapping capabilities. Jaks are constructed of various materials to suit a player's taste: polymer, alloy, graphite and fiberglass. They attach to a bracket on the player's arm where they function as a literal extension of the body. Jaks are very effective weapons for slashing attacks, tripping and a variety of combat moves that make HyperBlade one of the most popular sports of the 2000s.


Timer
Timer/Period Indicator

The period timer displays in the top center of the screen, along with the period indicator.


Turnstiles
Turnstile
A turnstile is a rotating object with razor-sharp blades. It can be used by experienced dromers to elude the opposition. Skate through the arm to make it swing, and watch it hit the players who try to follow you through! Be careful if your health level is low — you may lose your head if you run into the spikes. And be sure to avoid the center pole. Additionally, being hit by a swinging turnstile arm will cause health damage.


Video Marquee

The video marquee appears between periods. The marquee displays the score and period (as indicated by the green lights in the center of the marquee), as well as an advertisment from a HyperBlade sponsor. You can also check the current game statistics by clicking the INFORMATION button. After reviewing the statistics, click OKAY to return to the match in progress, or (in Exhibition mode) to the Locker Room to select another game.


Wipe Out Rule

You can be awarded a win via the Wipe Out Rule if you kill all four opposing forwards and then score a goal. In an extension of this controversial rule, you can advance after a tie if all members of the opposing team have been killed.