HyperBole Studios CD-ROM Golf

 

 

Short History of the Game

 

CD-ROM Golf is based on the game of golf, yet has been designed for indoor play using CD-ROM discs as the golf “balls.”  The discs are rolled by hand across the floor.  Though designed as sport for individual players, team events have occurred from time to time.  Skilled players can arc their CDs around corners, richochet off walls, and maintain a straight drive for long distances.

 

CD-ROM Golf is derived from college dorm games dating back to the early 1990s.  The most influential precursor was an event in which LPs were rolled down the hall.  The initial purpose of these (unnamed) games was to destroy the LP.  Therefore, speed was essential; accuracy was not.

 

CD-ROM Golf has evolved into a skill and strategy game with emphasis on both precision and consistency.  The following individuals have contributed directly to the development of the sport: Ken “Cosmo” McCaw (inventor), Pete “PJ” Isensee, Melanie “Señorita Baby” McClaire, J. “Jimmy” M. Dog and Shilo “Frappé” Jones.  Without the mind-numbing hours of play devoted by these dedicated athletes, CD-ROM Golf would have remained simply an office novelty.

 

Object of the Game

 

The object of the game is to roll the CD to a predefined destination(s) in the minimum number of rolls or “strokes.”

 

Terminology

 

·        Ball: a standard 5” CD-ROM disc

·        Hole: a destination, typically a doorway to pass through, or an object which must be hit by the disc

·        Stroke: a single roll of the disc

·        Drive: rolling the disc a long distance

·        Putt: rolling the disc a short distance

·        Fairway: any point on the main course; does not include sand traps or hazards

·        Sand Traps: offices or open doorways adjacent to the course

·        Hazards: obstacles on the course, including chairs, desks, ledges, or other office accouterments

·        Course: the hallways, offices and rooms through which the disc must pass on the way to the hole

·        Gurney rail: a modification to the course which is designed to help a disc avoid an obstacle

 

Equipment

 

The only equipment required for the game is one CD-ROM disc per player.  Any 5” disc is allowed (either audio or computer CD).  Videodiscs are not allowed.  Discs may be decorated or individualized using a felt-tipped pen.  Discs modified in any other way are prohibited.

 

Expect discs to become severely damaged during the course of play.  Avoid using CDs of any personal value.  CDs used for burning one-offs should also be avoided, since the substrate layer of these CDs contains a poisonous compound that could be exposed if (or when) the disc is scraped or dented.  (See under “Shilo Disfigurement.”)

 

Number of Players

 

At least two players are required for any official game.  There is no maximum limit, but playing with more than six people can be troublesome, especially in narrow hallways.  However, by using the special “collision” penalty (see below), these games can become very lively.  You might also consider dividing into teams with different tee times when there are a large number of players.

 

Driving and Putting

 

The CD must remain on the ground at all times.  When either driving or putting, the CD should be rolled on edge.  It should not be pushed as if it was a platter on the ground.  The CD must be rolled using only one hand.  (The second hand may be used to balance the disc prior to the stroke.)  The hand may only touch the edge of the disc. 

 

Proper Strokes

 

In a “forehand” stroke, the disc is rolled in the same direction as the thumb on the driving hand.  In a “backhand” stroke, the disc is rolled in the opposite direction.  Typically, the player kneels on the floor, positions the disc in an upright position, then positions their driving hand on the top edge of the disc, and, pushing down on the disc, rolls the CD in the desired direction.

 

Note that the disc may be leaned on its edge in order to obtain an arcing roll.  Some players also prefer to position their thumb on the back edge of the disc to push the disc in the desired direction.

 

Unacceptable Strokes

 

·        Driving with any extraneous device (e.g., golf clubs, the “Stanger”)

·        Driving with any body part other than the hand.

·        Driving with two hands.

·        Driving with a finger positioned inside the center hole of the disc.

·        Driving with the disc in any position other than on-edge.

 

Rules of Play

 

The course layout is described to all players in advance.  New players may be walked through the course if they desire.

 

All players tee-off from a predetermined location.  A doorway is often used as the tee-off spot.  Once all players have had their initial drives, the player who has the trailing disc (the disc furthest from the destination hole) is the next to roll.  Play continues in this fashion, with the trailing player always the next to roll.

 

A player always begins their next roll from the exact spot where the CD came to rest on the previous roll.  The CD is positioned upright on any edge of the CD based on its current resting spot.  The player then rolls the CD.

 

Play continues until all players reach the hole.  If multiple holes are being played, tee-off for the next hole typically begins from the current hole.  However, players may choose a different tee-off location by mutual agreement.

 

Once play has begun (the first person has teed off), the course may not be modified in any way by the players themselves.  Note that this does not prohibit bribing or in any other way inducing non-players to close doors, move obstacles, etc.

 

If a disc lands on top of another disc, the disc on top rolls first.

 

If a disc lands so that it is standing upright (against a wall or other obstacle), it is acceptable to push the disk down so that it lies flat.  The CD may then be positioned upright on any edge for the next roll.  This rule is often referred to as the “common sense” or “sympathy” rule.

Penalties

 

After their initial drive from the tee, a player may elect to return to the tee and try again.  This results in a one-stroke penalty.

 

After any roll into a hazard or sand trap, a player may elect to return the ball to the fairway.  This results in a two-stroke penalty.  For most sand traps (e.g., offices adjacent to the fairway), the disc may be placed directly outside the office doorway.  For most hazards (obstacles), the disc is repositioned on the side of the obstacle nearest the fairway.  Players may determine (by mutual agreement) where the CD is placed following the penalty.

 

If a disc rolls into an elevator, the player may elect to take a two-stoke penalty and resume play outside the elevator door.  They may also elect to wait for elevator to return and roll the disc from inside the elevator.

 

If a disc rolls down the stairs, the player takes an automatic two-stroke penalty and begins at the top of the stairs.

 

If a disc is accidentally moved (for any reason) during play, it should be returned to its original location before it’s rolled.

 

Any player caught cheating is automatically disqualified and their disc is removed from play and broken into many pieces.  Note that this rule only applies if the player is caught.

 

Collision with Spectators or Other Players

 

If the CD collides with course spectators, viewers in the gallery, or other players on the course, the CD remains where it lies and play continues from that point.

 

However, at the start of any game (especially large tournaments), players may invoke, by mutual agreement, the “collision rule.”  The collision rule states that the player being struck by a CD is issued a one-stroke penalty.  Another potential option: allowing a reroll if the disc strikes a person on the course.

 

Course Modifications

 

The course may be modified at any time other than during a game.  Modifications must be acceptable to all players.

 

Language on the Course

 

Foul language of any kind is prohibited.  Players should feel free to ignore this rule at their own discretion.

 

During game play, it is standard convention to start all statements with “Señor” and end all statements with “Baby.”  For example: “Señor, devastating drive, Baby.”

 

Common expressions of disgust:

 

“Señor Crappé”

“Señor Frappé”

 “Weak Sauce”

“Super Chunky”

“C’mon, Shilo!”

“Damn That Richard”

“Devastating”

“That was a Travesty”

“I was Robbed”

“Pathetic”

 

Common outbursts:

 

“Turn, Baby, Turn”

“Break, Break!”

“Big Kick!”

“Ready Golf”

“C’mon, While We’re Young”

 

Proper Course Attire

 

Naked or clothed, player’s choice.

Scoring

 

All scoring is the responsibility of the individual players.  For games that are scored and entered into the course record book, all players must agree before start of play that the game is “official.”

 

Strategy and Key Points

 

·        CD-Golf is best played on lightly carpeted floors.  Shag carpets are devastating, and vinyl or tile floors are very unforgiving.

·        Straight drives are most easily accomplished by pressing the CD hard into the floor while insuring the disc is exactly vertical.

·        Arcing drives can be attained by leaning the disc in the direction in which the arc should occur.

·        Accuracy is key.  Plan your game carefully.  Think a few shots ahead.  Sometimes a short stroke can be better than a long (and potentially inaccurate) drive.

 

Standard HyperBole Course

 

The standard HyperBole course consists of two holes, each par 6.  Play begins in the Development department.  The initial tee is the large development team office.  The first hole is the Kitchen doorway.  The Kitchen also acts as the second tee.  The last hole is the south doorway to the large development office (the north doorway is also acceptable, if more difficult).

 

HyperBole Course Hazards

 

From the initial tee to the first hole, there are three main hazards/sand traps: the Door of Demous, the Copier of Catastrophe, and the Ledge of Death.  The Ledge of Death is a particularly common hazard, hit approximately 40% of the time by all players in a round.  The Ledge of Death is believed by some to have magnetic or even mystic qualities.

 

From the second tee to the last hole, there are two main hazards/sand traps: Richard’s Old Office of Awfulness, and “the Sand Trap” adjacent to the large development office.  Common game convention is to close the Sand Trap door prior to tee-off.

 

Tee Time

 

HyperBole tee time is 5:05 pm Monday thru Friday.  Course tournaments are held on birthdays and other special occasions, with tee-time normally around 4:30 pm.

 

Pre-Game Clearing of the Course

 

It is standard procedure for one or two players to walk the course prior to play, removing or moving dangerous obstacles.  This may include, but is not limited to: closing doors, moving chairs, boxes, etc., or creating “gurney rails.”

 

However, once play begins, no obstacles or doors may be moved (unless disturbed “coincidentally” by a spectator).

 

Tournament Play

 

For tournaments honoring a special person, the special person is free to make up their own rules for game play.  Examples:

 

·        Requiring that good shots (or bad shots) be rerolled.

·        Requiring some or all players to wear no clothes, with strict penalties for non-compliance.

·        Requiring mandatory penalties for other players.

·        Altering the course (especially during the middle of the game).

·        Requiring a special method of rolling the disc (left-handed, etc.)