Difference between revisions of "Hyper system"

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The term "hyper system" refers to a game mechanic where the player can spend a gauge or power-up that grants them '''massively increased firepower''' for a limited time, in exchange for '''harder game difficulty''', such as faster bullet speeds, denser bullet patterns, overall rank increase, and/or more aggressive enemy AI. The concept of the hyper system was originally conceived in ''[[DoDonPachi Campaign Version]]'', a special arrange mode of ''[[DoDonPachi]]'', and was refined and popularized by ''[[DoDonPachi Dai-Ou-Jou]]''. It has since appeared in a variety of games, such as ''[[Crimzon Clover]]''.
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#REDIRECT [[History#Hyper_System]]
 
 
===== Games that feature a hyper system =====
 
{| class="wikitable sortable"
 
|-
 
! Game !! Year !! Developer
 
|-
 
| ''[[DoDonPachi Campaign Version]]'' || 1997 || [[CAVE]]
 
|-
 
| ''[[DoDonPachi Dai-Ou-Jou]]'' || 2002 || [[CAVE]]
 
|-
 
| ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui Deathtiny: Kizuna Jigoku Tachi]]'' || 2002 || YOTSUBANE
 
|-
 
| ''[[Crimzon Clover]]'' || 2018 || [[CAVE]]
 
|-
 
|}
 

Latest revision as of 12:59, 28 September 2020