Difference between revisions of "Hyper system"

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| ''[[DoDonPachi Dai-Ou-Jou]]'' || 2002 || [[CAVE]]
 
| ''[[DoDonPachi Dai-Ou-Jou]]'' || 2002 || [[CAVE]]
 
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| ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui Deathtiny: Kizuna Jigoku Tachi]]'' || 2002 || YOTSUBANE
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| ''[[Crimzon Clover]]'' || 2011 || YOTSUBANE
 
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| ''[[Crimzon Clover]]'' || 2018 || [[CAVE]]
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| ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui Deathtiny: Kizuna Jigoku Tachi]]'' || 2018 || [[CAVE]]
 
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|-
 
|}
 
|}

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
Crimzon Clover 2011 YOTSUBANE
Ketsui Deathtiny: Kizuna Jigoku Tachi 2018 CAVE