| Hitball
is based on a martial arts environment:
The
ring, unlike a boxing ring, is round. The weapon
is a light plastic ball tethered to a bungee. Players attempt
to hit each other with the ball in accordance with simple rules.
The
ethics of the game have more in common with
martial arts. Personal transcendence rather than competitiveness,
personal honour over gamesmanship.
Points
are scored when one player is hit by the ball, and confesses
the HIT.
Playing
HitBall provides the benefits of regular competition and sparring
without the injuries.
The
mental and physical exercise of HitBall is almost universally
applicable to any fighting style and weaponry, including hand
guns and half-bricks.
Two
players attack and defend with all their energy, speed, fighting
spirit, intelligence and intuition.
Finding
the ‘zone‘, accessing totality is a necessity,
not an objective.
The experience of physical combat – without
the injuries and the attendant recovery time
The
action occurs within a 3m circle which is the area involved
in almost all human combat - including handgun use.Hitball is
a freestyle competition and training environment for human combat.
The structure the game and rules are designed to allow fighters
to experience and improve their speed, coordination,
fighting-specific fitness, balance, strength, agility, strategy
and control.
The
rules are as simple and as few as we have been able to make
them. This bypasses a common difficulty of many forms of
martial arts competition and training which can result for
instance in a fighter not using an effective “illegal” technique,
or focusing a blow short in a realworld situation on account
of the habits of restraint learned in most forms of martial
arts competition.
Fitness
is specific to activity, and HitBall develops fitness appropriate
to intense bursts of extreme physical activity, variable in
duration.
As the maximum possible efforts of the fighter can be used,
there is continual improvement of fitness levels, strength,
speed, strategic thinking and control for even the most experienced
fighters.
Personal
discipline in the heat of battle is a key objective
of much traditional training, and HitBall encourages this in
the discipline of respect for the line rule, and more subtly
in the convention that only a player reports his hits.
Psychologically, the release (in fact, constructive use) of
anger energy is highly beneficial, and the rule covering interruptions
keeps the players in the game and out of arguments.
Totality:
Just as surfers find a spiritual bliss in their sport,
tennis / zennis players find the “zone” and kendokas
and karatekas find their zanshin, HitBall players report a
zen experience of dissolving into the fighting, no thought,
just the happening moment.
The intensity of the game, and the need for mind to be as totally
involved as body and chi, makes it a very useful tool for meditators
to cleanse the body, mind and spirit of frustration and aggression.
HitBall
encourages and supports one to become more open, more aware,
and more present in the moment, no matter how intense the present
circumstances may be.
Mastery of self is the true challenge of the
ring.

Be
total in your action, conscious in your strategy, integrous
in calling your hits.
Drop attachment to the scoring of points, looking good, or other
ego concerns.
The
rules - who makes them, and why these crazy rules?
The rules
of Hitball are determined by duellists who have held the title
and who have deigned to get involved in the discussion.
The core principles which guide them are:
1) Hitball is a
simulation of fighting.
2) Rules should
be as few and as simple as possible.
From this follow rules which would be quite bizarre in most
sports.
The player calling
his own hits, for instance, not a judge - and no objective criterion,
such as electronic sensors as in fencing - the player uses his
own SUBJECTIVE judgement of whether or not he is hit!
In terms of the "sportsmanship" present
in most games, this is ridiculous. A player can obviously
cheat with impunity!
Experienced duellists
call their hits reflexively. Interestingly, many will still
strike at the opponent while calling the hit, or in the moment
following. Stopping fighting takes a moment longer because it
requires thought. Calling the hit happens before there is thought
about it. The hit is called before there is time to run the
mental processes of dishonesty.
Another rule that
relates to this is that of replaying the point from service
in the case of disagreements. No decision can be made as to
whether someone gets a point or not - if there is disagreement
- the point is replayed.
As a player calls
his own hits, there is little to argue about. He might have
second thoughts, remembering that the opponent seemed too close
to the line, or tangled on the string (bungee), and if he's
sufficiently convinced of it, he can have the point replayed.
The bottom line
is that no player has to accept a point against him if he believes
it not clean. He has to extend his opponent the same courtesy,
however, and he cannot successfully insist that he scored a
point if opponent or line judge disagree. No satisfaction is
available for argument. There is no point that can be made,
no cleverness with loopholes or obscure rule exceptions, because
the result is always a foregone conclusion - play the point
again!
There is also little
point of taking the attitude that maximum advantage is to be
had by pressing to the very edge of what the rules allow. You
only get a point when you hit your opponent such that he acknowledges
it.
Since the rules were first formally laid down, few changes have
been required.
Changes have tended
to involve the reduction or removal of a rule, rather than adding
to the rules.
An historic example is the change in the rule of SERVICE. Previous
to the change, service had to be "indirect". This
rule was removed on the basis that a duel, bar-fight or MQR
boxing match starts when it starts.
The original rule
existed because it was felt that being able to murder your opponent
with a direct hit at the start of play was too much of a conferred
advantage.
In the course of
a game, there can be many moments when a player has the ball,
well controlled, and can hit it at his opponent HARD! So, why
not right from the start!
Feedback on this rule was mostly favourable. Starting a game
with total intent seems easier when the intentions are unambiguously
clear.
|