Difference between revisions of "Hyper system"
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| ''[[Crimzon Clover]]'' || 2011 || YOTSUBANE | | ''[[Crimzon Clover]]'' || 2011 || YOTSUBANE | ||
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+ | | ''[[Super Galaxy Squadron EX Turbo]]'' || 2017 || Synset | ||
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| ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui Deathtiny: Kizuna Jigoku Tachi]]'' || 2018 || [[CAVE]] | | ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui Deathtiny: Kizuna Jigoku Tachi]]'' || 2018 || [[CAVE]] | ||
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Revision as of 08:38, 3 June 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 |
Super Galaxy Squadron EX Turbo | 2017 | Synset |
Ketsui Deathtiny: Kizuna Jigoku Tachi | 2018 | CAVE |