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Super Bowling [Model SHVC-BW]
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Actual Entry (non editable)
Super Bowling (c) 1992 Athena Co. Ltd. Super Bowling is a straightforward, accessible sports simulation focused on ten-pin bowling. Designed with a focus on simplicity and ease of use, it features standard turn-based gameplay for up to four players. The game utilizes a meter-based system for determining ball power, spin, and trajectory, emphasizing timing and precision rather than complex simulation variables. It was one of the earliest titles to attempt a realistic physics-based representation of pin distribution and movement on the 16-bit console. - TECHNICAL - GAME ID: SHVC-BW Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Released on July 3, 1992 (Friday) in Japan. Athena’s Sports Focus: Athena, primarily known for action and arcade-style titles, entered the console sports market with Super Bowling to fill a gap in the early Super Famicom library. While many later sports games on the system emphasized hyper-realism or "super-powered" moves, this title kept its mechanics grounded in standard professional rules. Physics Limitations: For 1992, calculating accurate pin physics was a significant technical challenge on the Super Famicom. Super Bowling relies on pre-programmed "pin scenarios" (animations triggered by where the ball hits the rack) rather than a true real-time physics simulation. This was a common shortcut for 16-bit bowling games to maintain framerate and visual clarity. Western Localization: The game saw a North American release in 1993, published by American Sammy. - STAFF - Programmed by: Ito Koden Making by: Katsuaki Tanaka (KID) - SOURCES - ROM dump (MAME).
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Super Bowling (c) 1992 Athena Co. Ltd. Super Bowling is a straightforward, accessible sports simulation focused on ten-pin bowling. Designed with a focus on simplicity and ease of use, it features standard turn-based gameplay for up to four players. The game utilizes a meter-based system for determining ball power, spin, and trajectory, emphasizing timing and precision rather than complex simulation variables. It was one of the earliest titles to attempt a realistic physics-based representation of pin distribution and movement on the 16-bit console. - TECHNICAL - GAME ID: SHVC-BW Specifications: The game utilizes an 8-megabit cartridge. - TRIVIA - Released on July 3, 1992 (Friday) in Japan. Athena’s Sports Focus: Athena, primarily known for action and arcade-style titles, entered the console sports market with Super Bowling to fill a gap in the early Super Famicom library. While many later sports games on the system emphasized hyper-realism or "super-powered" moves, this title kept its mechanics grounded in standard professional rules. Physics Limitations: For 1992, calculating accurate pin physics was a significant technical challenge on the Super Famicom. Super Bowling relies on pre-programmed "pin scenarios" (animations triggered by where the ball hits the rack) rather than a true real-time physics simulation. This was a common shortcut for 16-bit bowling games to maintain framerate and visual clarity. Western Localization: The game saw a North American release in 1993, published by American Sammy. - STAFF - Programmed by: Ito Koden Making by: Katsuaki Tanaka (KID) - SOURCES - ROM dump (MAME).
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