iwebtriada.blogg.se

Hyper bullet games
Hyper bullet games




hyper bullet games

Innovated in large part by the developers of Toaplan and CAVE, and with DonPachi, released in 1995.īullet-herding is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.Ī type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a bullet cancel. They will often be replenished each time the player loses a life. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.Ī bomb is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.

hyper bullet games hyper bullet games

Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).ĭespite sounding similar, this is NOT the same thing as fire rate. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. An example of an ALL is completing both loops of a game like DoDonPachi, which features two loops completing a 1cc on both loops of the game is referred to as a 2-ALL.Īn arrange mode is an alternate version of a game, commonly either included with console ports, or made as part of special events, where mechanics, artwork, and various aspects of the game are "remixed" and modified in various ways.Īrrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.Ī feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. " 1cc" stands for " 1 Credit Clear or 1 Coin Clear", and refers to completing all of the stages of a game on a single credit (no continues).Īnother term that is used is "x- ALL", where x represents the number of loops completed in a single run on a single credit.






Hyper bullet games