Super Hexagon is hard enough to infuriate, but its competent design makes it inviting as well. However, I can sympathise with the opposing view: that the sounds and colours themselves are the distraction. You might discover, as I did, that plugging in a pair of headphones allows you to zone out and let the game play you, so to speak. Personal preference will probably decide whether you see the audiovisual decoration as an aid or a nuisance. In many ways Super Hexagon could be a simplified Rez or Dyad, both games of abstract tunnels and synthesised music. Even the colours strobe through a rainbow of neon hues while the image distorts and the game’s playing area seems to tilt below you. It’s always in motion, for one thing: rotating one way or the other at various speeds, pulsing and shaking wildly in time to the music. What’s brilliant is that it looks like it too. It uses 8-bit era sound effects, which means that it sounds like an old game that’s been sped up and distorted through a psychedelic haze. The soundtrack is pure, high-tempo, Game Boy chip-tune insanity. If this was all there was to Super Hexagon, it might have ended up an unconvincing test of your reactions, but the game uses music and visual dressing to make the experience much more intense. There’s no achievement-based meta-game here though, levelling up is simply a way of charting your progress through each level. You’ll level up at certain times along the way, going from point to line to triangle and so on, until you reach the magical hexagon at the minute mark. Technically endless, each level is ‘complete’ when you stay alive for 60 seconds. Analogue controls might seem more intuitive, but this method means that you’ll quickly learn how long to hold a direction in order to rotate a certain angle, accurately finding the gap you need to squeeze through. To move you need to touch the side of the screen that corresponds to the direction you want to turn. The central hexagon can now change, with little warning, into a pentagon or a square, which changes the obstacles and how you approach them. In fact, most of the tweaks Cavanagh has made add to the difficulty in one way or another. The other five levels are faster, with more complex patterns of obstacles, and your movement speed is adjusted (or sometimes isn’t) accordingly. The new version’s first level is about as hard as the only level in Hexagon. The game starts about as quickly as level 20 in Tetris and only gets faster. Obstacles repeat but levels are randomised each time. Your task is to avoid the obstacles that hurtle towards the centre for as long as possible. It’s unsurprising, given its roots, that playing Super Hexagon is simple: you control a tiny triangle, perched at the edge of a hexagon in the middle of a 2D playing field. Super Hexagon burst out of those limitations, got extended and jazzed up and is now available as a universal app for iOS. Super Hexagon started life as a Flash game simply titled Hexagon, thrown together in less than a day by prolific indie developer Terry Cavanagh for Pirate Kart V, an anarchic attempt to collect hundreds of ornate miniature games into a single launcher, most notably as an entry into the IGF awards.
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