Is there an issue? Send a MessageReason:
None
Changed line(s) 21,23 (click to see context) from:
* EndlessGame: The game ends only when the player runs out of Energy Centers.
* HoldTheLine: The point of the game is to defend your Energy Centers against the attacking bolts.
* LifeMeter: The Energy Centers.
* HoldTheLine: The point of the game is to defend your Energy Centers against the attacking bolts.
* LifeMeter: The Energy Centers.
to:
* EndlessGame: The game ends only when the player runs out of Energy Centers.
Hyper-Cannons.
* HoldTheLine: The point of the game is to defend yourEnergy Centers Hyper-Cannon against the attacking bolts.
* LifeMeter: The Energy Centers. Running out of Energy costs one Hyper-Cannon.
* HoldTheLine: The point of the game is to defend your
* LifeMeter: The Energy Centers. Running out of Energy costs one Hyper-Cannon.
Is there an issue? Send a MessageReason:
None
Changed line(s) 21 (click to see context) from:
%%* EndlessGame
to:
Changed line(s) 25,26 (click to see context) from:
%%* ShootEmUp
%%* SmartBomb: The "Z Bomb".
%%* SmartBomb: The "Z Bomb".
to:
%%*
* SmartBomb:
Is there an issue? Send a MessageReason:
None
Added DiffLines:
%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
Is there an issue? Send a MessageReason:
Cleanup - ZC Es, opinion in the description, etc.
Changed line(s) 14,17 (click to see context) from:
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to ''50,000'' units. Unfortunately, ''Hyperball'' proved to be a troublesome table in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to cause permanent hearing damage with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, which quickly frustrated the curious.
In the end, only 5,000 tables were manufactured -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
In the end, only 5,000 tables were manufactured -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
to:
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to ''50,000'' units. Unfortunately, ''Hyperball'' proved to be a troublesome table in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to cause permanent hearing damage with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, which quickly frustrated the curious.
curious. In the end, only 5,000 tables were manufactured -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
instead.
Changed line(s) 20,22 (click to see context) from:
* AlternateCompanyEquivalent: Four months after the release of ''Hyperball'', Creator/{{Bally}} introduced ''Rapid Fire'', which used the same dual-grips-to-shoot-ball-bearings-at-alien-invaders gameplay. Williams employees internally derided it as [[SerialNumbersFiledOff "Operation Xerox".]]
* CallAHitPointASmeerp: The player doesn't have Shields or Hit Points, he has "Energy Centers".
to:
Changed line(s) 24,25 (click to see context) from:
* EndlessGame
* HoldTheLine: This is the player's objective, to defend his Energy Centers against the attacking bolts.
* HoldTheLine: This is the player's objective, to defend his Energy Centers against the attacking bolts.
to:
* HoldTheLine:
Changed line(s) 28,29 (click to see context) from:
* ShootEmUp
* SmartBomb: The "Z Bomb".
* SmartBomb: The "Z Bomb".
to:
Changed line(s) 31 (click to see context) from:
* StarfishAliens: The attackers are moving lights which evolve into lightning bolts.
to:
* StarfishAliens: The attackers are moving lights which evolve into lightning bolts.bolts.
----
----
Is there an issue? Send a MessageReason:
None
Deleted line(s) 28 (click to see context) :
* RecycledSet: Both ''Hyperball'' and its competitor ''Rapid Fire'' had their backboxes recycled for use on other games, mostly re-releases of other Williams and Bally games.
Is there an issue? Send a MessageReason:
None
Changed line(s) 6,7 (click to see context) from:
Almost every renown creator has a work that didn't perform as well as people had expected. Creator/KevinCostner has ''Film/{{Waterworld}}'', Creator/JossWhedon has ''Series/{{Firefly}}'', and Tim Schafer has ''VideoGame/{{Psychonauts}}''.
to:
Almost every renown renowned creator has a work that didn't perform as well as people had expected. Creator/KevinCostner has ''Film/{{Waterworld}}'', Creator/JossWhedon has ''Series/{{Firefly}}'', and Tim Schafer has ''VideoGame/{{Psychonauts}}''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides until they reach the top, then strike downwards to hit the player's Energy Centers. His only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire '''250''' balls per minute, and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
to:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides until they reach the top, then strike downwards to hit the player's Energy Centers. His only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire '''250''' balls per a minute, and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
Is there an issue? Send a MessageReason:
How To Create A Works Page explicitly says "No bolding is used for work titles."
Changed line(s) 8,9 (click to see context) from:
Creator/SteveRitchie has '''Hyperball'''.
to:
Creator/SteveRitchie has '''Hyperball'''.
''Hyperball''.
Is there an issue? Send a MessageReason:
None
* RecycledSet: Both ''Hyperball'' and its competitor ''Rapid Fire'' had their backboxes recycled for use on other games, mostly re-releases of other Williams and Bally games.
Changed line(s) 31 (click to see context) from:
* StarfishAliens: The attackers are moving lights which evolve into lightning bolts.
to:
* StarfishAliens: The attackers are moving lights which evolve into lightning bolts.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,15 (click to see context) from:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides until they reach the top, then strike downwards to hit the player's Energy Centers. His only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, ''Hyperball'' proved to be a troublesome game in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to cause permanent hearing loss with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, ''Hyperball'' proved to be a troublesome game in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to cause permanent hearing loss with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
to:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides until they reach the top, then strike downwards to hit the player's Energy Centers. His only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 '''250''' balls per minute,'' minute, and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to50,000 ''50,000'' units. Unfortunately, ''Hyperball'' proved to be a troublesome game table in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to cause permanent hearing loss damage with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through which quickly frustrated the first few levels is a major achievement.
curious.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to
Added DiffLines:
* EndlessGame
Added DiffLines:
* LifeMeter: The Energy Centers.
* NintendoHard: The default game settings are ridiculously difficult, and even getting past the first level is an achievement. Collectors universally advise turning down the difficulty to make it less frustrating for home play.
* NintendoHard: The default game settings are ridiculously difficult, and even getting past the first level is an achievement. Collectors universally advise turning down the difficulty to make it less frustrating for home play.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
to:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches reach the top, then strike downwards towards to hit the player's Energy Centers. Your His only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8,9 (click to see context) from:
Creator/SteveRitchie has '''''Hyperball'''''.
to:
Creator/SteveRitchie has '''''Hyperball'''''.
'''Hyperball'''.
Changed line(s) 14,15 (click to see context) from:
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, in the field, ''Hyperball'' proved to be a neatly game: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to damage hearing with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
to:
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, in the field, ''Hyperball'' proved to be a neatly game: troublesome game in the field: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to damage cause permanent hearing loss with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
to:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, Hyper-Cannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the apron could be pressed to [[SmartBomb instantly destroy all enemies on the playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
Changed line(s) 28 (click to see context) from:
* StarfishAliens: Presumably, the lightning bolts ''are'' the aliens...
to:
* StarfishAliens: Presumably, the The attackers are moving lights which evolve into lightning bolts ''are'' the aliens...bolts.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1,3 (click to see context) from:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/hyperball_5503.jpg]]
[[caption-width-right:350:'''This''' ''is the new way to play!'']]
[[caption-width-right:350:'''This''' ''is the new way to play!'']]
to:
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* AlternateCompanyEquivalent: Four months after the release of ''Hyperball'', Creator/{{Bally}} introduced ''Rapid Fire'', which used the same dual-grips-to-shoot-ball-bearings-at-alien-invaders gameplay. Williams employees internally derided it as [[SerialNumbersFiledOff "Operation Xerox".]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 23 (click to see context) from:
* HoldTheLine: This is the player's objective.
to:
* HoldTheLine: This is the player's objective.objective, to defend his Energy Centers against the attacking bolts.
Is there an issue? Send a MessageReason:
None
Changed line(s) 4,5 (click to see context) from:
->''First pin. Then video. Now...'' Hyperball.
to:
->''First pin. Then video. Now...'' Hyperball.
Now'' [-HYPERBALL-].
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,13 (click to see context) from:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the april could also be pressed to instantly destroy all enemies on the playfield. The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
to:
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the april apron could also be pressed to [[SmartBomb instantly destroy all enemies on the playfield. playfield.]] The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* SpellingBonus: To get the highest scores, players had to shoot the letter targets around the playfield and spell the current word being displayed.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16,17 (click to see context) from:
In the end, around 4,400 tables were sold -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
to:
In the end, around 4,400 only 5,000 tables were sold manufactured -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
Is there an issue? Send a MessageReason:
None
Changed line(s) 2,5 (click to see context) from:
[[caption-width-right:350:''First pin. Then video. Now Hyperball.'']]
->'''This''' ''is the new way to play!''
->'''This''' ''is the new way to play!''
to:
->''First pin. Then video.
->'''This''' ''is the new way to play!''
Changed line(s) 26 (click to see context) from:
* StarfishAliens: Presumably, the lightning bolts ''are'' the aliens...
to:
* StarfishAliens: Presumably, the lightning bolts ''are'' the aliens...
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/hyperball_5503.jpg]]
[[caption-width-right:350:''First pin. Then video. Now Hyperball.'']]
->'''This''' ''is the new way to play!''
[[caption-width-right:350:''First pin. Then video. Now Hyperball.'']]
->'''This''' ''is the new way to play!''
Is there an issue? Send a MessageReason:
None
Added DiffLines:
Almost every renown creator has a work that didn't perform as well as people had expected. Creator/KevinCostner has ''Film/{{Waterworld}}'', Creator/JossWhedon has ''Series/{{Firefly}}'', and Tim Schafer has ''VideoGame/{{Psychonauts}}''.
Creator/SteveRitchie has '''''Hyperball'''''.
The game was borne from Ritchie's frustration at designing mechanical games in the growing popularity of VideoGames. When Creator/WilliamsElectronics' management refused his request to create a video game, he became determined to do something different, and ''Hyperball'' was the result.
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the april could also be pressed to instantly destroy all enemies on the playfield. The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, in the field, ''Hyperball'' proved to be a neatly game: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to damage hearing with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
In the end, around 4,400 tables were sold -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
----
!!''Hyperball'' demonstrates the following tropes:
* CallAHitPointASmeerp: The player doesn't have Shields or Hit Points, he has "Energy Centers".
* DifficultyByAcceleration: The lightning bolts moved faster on higher difficulty levels.
* HoldTheLine: This is the player's objective.
* ShootEmUp
* SmartBomb: The "Z Bomb".
* StarfishAliens: Presumably, the lightning bolts ''are'' the aliens...
Creator/SteveRitchie has '''''Hyperball'''''.
The game was borne from Ritchie's frustration at designing mechanical games in the growing popularity of VideoGames. When Creator/WilliamsElectronics' management refused his request to create a video game, he became determined to do something different, and ''Hyperball'' was the result.
Although it is housed in a {{Pinball}} cabinet, ''Hyperball'' doesn't play like a pinball. The center of the playfield is empty, and all along the perimeter is a series of lettered targets. During the game, lightning bolts travel up the sides from hole to hole until they reaches the top, then strike downwards towards the player's Energy Centers. Your only defense is to shoot the bolt before it drops, using two gun-grips to aim the Hypercannon, a turret that fired three-quarter-inch-diameter ball bearings. A "Z Bomb" button on the april could also be pressed to instantly destroy all enemies on the playfield. The turret could fire ''250 balls per minute,'' and the game's fast nature required players to rapidly pull the triggers to keep the balls launching. Spelling words during the game would yield more points, and every fifth wave would be a bonus "Reflex Wave", which involved shooting the lightning bolts in less than three seconds.
After fourteen months of development, Williams management was hyped for the game, with some predicting sales of up to 50,000 units. Unfortunately, in the field, ''Hyperball'' proved to be a neatly game: the rapid-firing balls clattering against each other and the glass produced noise levels of 90 decibels (enough to damage hearing with prolonged exposure), and the ball-feeder and firing mechanisms were prone to jamming, distortion, and other problems. Its hybrid gameplay also doomed it: video gamers dismissed it as another pinball table, while the pinheads weren't quite sure what to do with it. Worse, the default difficulty settings were NintendoHard, where even getting through the first few levels is a major achievement.
In the end, around 4,400 tables were sold -- a modest success, but nowhere near the numbers planned, and the unused hardware ended up being recycled for other pinball games instead. Some pinball purists insist that ''Hyperball'' is not a pinball game at all, saying it's more akin to a target-shooting game than anything else. It has gathered a cult following, however, for fans who enjoy its unique white-knuckled action.
----
!!''Hyperball'' demonstrates the following tropes:
* CallAHitPointASmeerp: The player doesn't have Shields or Hit Points, he has "Energy Centers".
* DifficultyByAcceleration: The lightning bolts moved faster on higher difficulty levels.
* HoldTheLine: This is the player's objective.
* ShootEmUp
* SmartBomb: The "Z Bomb".
* StarfishAliens: Presumably, the lightning bolts ''are'' the aliens...