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]]''. | 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]]''. | ||
+ | |||
+ | ===== 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]] | ||
+ | |- | ||
+ | |} |
Revision as of 20:00, 28 May 2020
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.
Games that feature a hyper system
Game | Year | Developer |
---|---|---|
DoDonPachi Campaign Version | 1997 | CAVE |
DoDonPachi Dai-Ou-Jou | 2002 | CAVE |
Ketsui Deathtiny: Kizuna Jigoku Tachi | 2002 | YOTSUBANE |
Crimzon Clover | 2018 | CAVE |