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1%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
2[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/hyperball-pinball_8294.jpg]]
3[[caption-width-right:300:'''This''' ''is the new way to play!'']]
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5->''First pin. Then video. Now'' [-HYPERBALL-].
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7Almost every 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}}''.
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9Creator/SteveRitchie has ''Hyperball''.
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11The 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.
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13Although 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 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.
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15After 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.
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18!!''Hyperball'' demonstrates the following tropes:
19* CallAHitPointASmeerp: The player's health isn't measured in "shields" or "hit points", but "Energy Centers".
20* DifficultyByAcceleration: The lightning bolts moved faster on higher difficulty levels.
21* EndlessGame: The game ends only when the player runs out of Hyper-Cannons.
22* HoldTheLine: The point of the game is to defend your Hyper-Cannon against the attacking bolts.
23* LifeMeter: The Energy Centers. Running out of Energy costs one Hyper-Cannon.
24* 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.
25* ShootEmUp: ''Hyperball'' is basically ''VideoGame/SpaceInvaders'' in {{Pinball}} form.
26* SmartBomb: Pressing the "Z Bomb" button destroys all enemies on the playfield.
27* SpellingBonus: To get the highest scores, players had to shoot the letter targets around the playfield and spell the current word being displayed.
28* StarfishAliens: The attackers are moving lights which evolve into lightning bolts.

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