

Maybe the combination of all those forms of information would make the game trivial. So what if you could add a few more forms of sensory bandwidth? I'd love to see a version of Super Hexagon where the state of the screen is reflected in sounds as well as visuals or, better still, touch.

The time it takes to recognise objects visually becomes a significant bottleneck. On the harder difficulties, any hesitation between seeing the state of the screen and pressing the keys on the keyboard is instant death.
#SUPER HEXAGON HARDESTESTEST ANDROID#
Originally released for iOS in September 2012, versions for Windows and OS X were released 3 months later on Windows PC, an Android version was released in January 2013, and BlackBerry and Linux versions followed. One of the unique things about Super Hexagon is that the game is so difficult and fast that you very quickly feel like you're pushing up against your own processing limits. Super Hexagon is an independent action twitch video game developed by Terry Cavanagh, with music composed by Niamh 'Chipzel' Houston. Strange to think that there must be some small part of my brain dedicated to high intensity hexagon-related activity.Īnyway, it got me thinking about sensory bandwidth. I completed the "Hardest" difficulty in a few tries (there's also hardester, hardestest and hardestestest).

It was frankly a bit scary how easily it came back. I played a bit of Super Hexagon for the first time in probably a year or two. Super Hexagon game by: Terry Cavanagh Music: Chipzel Release: November 2012 This a hard game released in November 2012 by Terry Cavanangh. com About Projects Now Do Not Erase Super Inceptagon
