Hyper Duel (ハイパーデュエル) is a horizontal scrolling shoot-'em-up game released exclusively in Japan for the Sega Saturn in 1996. It was initially released in arcades in 1993.
The game contains a faithful port of the arcade version (minimal sound differences and obligatory loading times aside) and a reworked Saturn version. Unlike other Technosoft games, this game is was exclusively ported to the Sega Saturn
Design wise, it's similar to Technosoft's later entries in the Thunder Force series.
There are a total of 8 stages in predetermined order. In typical genre manner, the player fights standard small enemies middle sized sub-bosses and evades obstacles. A boss awaits at the end of most stages.
is for a standard shot in ship form, is for a shot in robot shape. Pressing both buttons together is for a so called “Special Attack”, which is a 360° spreadshot. This requires special energy, which automaticaly recharges. There are no screen clearing bombs like in most games in the genre. However, the nodes emitting the Special attack can eliminate most enemy bullets on contact.
The shot in robot shape is slightly stronger and the angle can be changed. As a downside, the robot is larger than the ship and thus a bigger target.
Power ups can be colleted up to 4 times, after that, they give 1000 points.
Suprisingly the ship's shot gets slightly weaker by collecting power ups. To compensate, the width is increased and homing missiles are added.
Two types of assist crafts can be called by collecting "G" and "T" items. "G" calls a rather agressive small mecha that attacks enemies on it's own. "T" calls a small ship staying in close proximity to the player. Up to three assisting crafts can be called. All further collected "G" and "T" items add 1000 points.
The following characters are available. Each character has its own strengths
Keith Spader: spread shot, middle speed, 360° bullets,
Lisa Rowling: narrow shot, fast speed, wall piercing 360° lasers, highest score potential
Dr. B. Lloyd: broad shot, slow speed, 360° bombs, shot in robot form has limited range
Hyper Duel features a some extra ways to gather score.
The game continuously adds a small amount of score if the player is not moving. Interestingly, the last digit, usually reserved to count the amount of continues consumed, is also used for this. Bosses auto destruct after a set period of time to prevent unlimited accumulation of score.
The game's 5th stage is more of a bonus stage than a regular stage. Containers must be shot open, which continuously releases crystalls. Opening a container as early as possible is the key for getting a big score bonus.
Two 1UPs can be optained by scoring 500000 and 1500000 points. Allegdly an additional 1UP can also be obtained in the container stage by having a big amount of crystalls on screen, but this is at the cost of score..
An extra bonus is awarded at the end of each stage:
Stage clear bonus: fixed amount for proceeding in the game
Stock Bonus: remaining assistant crafts
Perfect Bonus: all enemies destroyed
Special Bonus: amount of remaining special energy
Aside from score, the game also gives the player a medal. The value of the medal depends on the amount of Perfect Bonus obtained
The maximum amount of obtainable points on default settings is ~2800000 (based on Arcadia rankings, arcade version). Actual scores can be much lower not only due to player performance but also due to the random nature of assisting ships.
The game is very rare and thus expensive.
There is a save bug that can turn “ALL” clear marks into a stage “1” mark on the high score table. What exactly triggers this is unknown.
When playing in Saturn mode, the following changes can be observed:
Most graphics and all music has been reworked.
In robot shape, the angle of the shot can now be fixed by holding down the button.
Stage 3 boss now has indestructable bullets in it's second phase.
Stage 4 boss is escorted by 4 assist robots instead of 3.
Buster Gear [Hyper Duel] Staff
Main programmer: Godzy
System Programmer: Pen Knife
Main Designer: Pei Crash
Enemy Program: Wahrsager, Cyber Yumimint
Demo Program: Zany
Enemy Design: Pei Crash, Zephy, Sokushinbutu
Map Design: Pei Crash, Zephy, Sokushinbutu
Music Composer / Sound Effect: Tsukumohyakutaro
Opening Movie / Demo Design / Ending Illust and CG: OPA
Demo Data: Zephy
Character Refine: Kusuko
Converter And Editor: Godzy
Publicity: Ten Stick, OPA
Direction Produce: Yunker Matai
Executive Produce: Shigotonin
Special Thanks: Zako, Chinpui, Nincompoop, Mirror, Shion, Quicksilver, Sanzenten, And You