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Video Game: Super Hexagon
Stop spinning the view! I can't focus! Who designed this? Whoever it is is a bastard and I love them!
Nerdł Plays... Super Hexagon

Super Hexagon is a game designed by Terry Cavanagh as an expansion of Hexagon, a browser-based Flash game made for Pirate Kart V, a 48-hour community game-building project.

The rules are simple. You control a small triangle attached to the edge of the central hexagon. Your goal is to avoid being caught by the onrushing waves of walls coming in from the edge of the screen by dodging clockwise and counterclockwise around the perimeter of the hexagon for as long as possible. Watching the trailer will give you a reasonably good idea of what this is like.

The game is currently available on iPhone and iPad via iTunes, on Windows, Mac, and Linux via Steam, on Android via Google Play or the Amazon App Store, on Windows, Mac, Linux, Android, and Steam via the Humble Store, and on Blackberry 10 devices via Blackberry World.

The soundtrack, by Northern Irish chiptune musician Chipzel, is available for purchase on her Bandcamp page.

Begin!

This game provides examples of:

  • Amazing Technicolor Battlefield: The "Battlefield" part is debatable, but there's no doubt about "Amazing" and "Technicolor".
  • Bullet Hell: The waves and waves of walls coming in at dizzying speeds, and common player reactions create an effect not too different from the genre.
  • Camera Screw: Part of the difficulty comes from the way the screen is constantly moving — sometimes very quickly.
  • Color Contrast: The regular levels to their Hyper counterparts.
    • Hexagon uses warm background colors (red, orange, yellow), while Hyper Hexagon uses cool background colors (teal, blue, purple).
    • Hexagoner has a black background and green/yellow walls, while Hyper Hexagoner is the complete RGB inverse with a white background and pink/blue walls. Another sixty seconds and the background/wall colours switch places.
    • Hexagonest cycles through all kinds of colors, while Hyper Hexagonest is completely grayscale. And then it goes into black-and-white mode...
  • Deadly Walls: The entire point of the game. You can, however, bump into the sides of walls without getting killed, which will prove VERY helpful for spiral patterns.
  • Difficulty Levels: The three regular levels — "Hexagon", "Hexagoner" and "Hexagonest" — are indicated to be "Hard", "Harder", and "Hardest", respectively.
  • Endless Game: Modes are completed for unlocking purposes after 60 seconds, but the game continues until you die. The changing backgrounds goes like this: Level -> Hyper Mode -> Unique level -> Next Hyper Level
  • Follow the Leader: A person made a copy of this game BEFORE it was released to PC; Terry acknowledged this on his Twitter account.
  • Harder Than Hard: Every level beyond the first onenote  — and the Hyper modes take it Up to Elevennote .
  • High-Tech Hexagons: As the above screenshot makes obvious, although Hexagon and Hyper Hexagon occasionally switch to pentagons and squares.
  • Hitbox Dissonance: In the original Hexagon, the entire triangle was the hitbox — now, it's only the tip. (You can use this at your advantage.)
  • Idiosyncratic Difficulty Levels: The three Hyper levels: Hardester, Hardestest, and Hardestestest!
  • Mickey Mousing: The screen will often pulse on the beat.
  • Nintendo Hard: Most people survive for around 5 seconds on their first few runs. (One of the screenshots on the PC Gamer review shows a score of 3.18 seconds, captioned "For a while, this was my best time.") To reach the maximum rank for a difficulty level, you need to last a minute.
  • One-Hit-Point Wonder
  • Punctuated! For! Emphasis!: GAME. OVER.
  • Randomly Generated Levels: Each level consists of a family of patterns which are strung together in a random order.
  • The Tetris Effect
  • Title Drop: The final rank in Hexagon.
  • Title Scream: "SUPER Hexagon!"
  • Unlockable Content: The three "Hyper" levels are unlocked as their corresponding regular levels are beaten (or when Arcade mode is turned on).

*zap* GAME. OVER.
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