- Release Year: 2018
- Platforms: iPhone, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation 5, PS Vita, Windows Apps, Windows, Xbox One, Xbox Series
- Publisher: NukGames
- Developer: NukGames
- Genre: Action
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Arcade, Puzzle, Shooter, Space flight
- Setting: Fantasy, Futuristic, Sci-fi
- Average Score: 69/100

Description
Hyper Simon X is a top‑down, 2‑D arcade shoot‑em‑up that fuses classic SHMUP action with the memory‑challenge mechanics of the Simon Says game. Set in a futuristic sci‑fi/fantasy space environment, players pilot a ship, destroying enemies in the exact sequence displayed, testing reflexes and recall in fast‑paced, bullet‑hell combat.
Where to Buy Hyper Simon X
PC
Hyper Simon X Guides & Walkthroughs
Hyper Simon X: Review
Introduction
A neon‑lit flash of pixel‑perfect chaos, Hyper Simon X lands on your screen with the audacity of a classic arcade cabinet and the brain‑twist of a memory‑game. Developed and published by the Brazilian solo‑indie studio NukGames, the title debuted on Windows on 8 August 2018. In a market saturated with sprawling shooters and endless‑runner “bullet‑hells,” Hyper Simon X dares to combine two seemingly incompatible genres—the reflex‑driven SHMUP and the pattern‑recall game Simon Says.
My thesis is simple: while the game never revolutionizes either genre, its tight design, retro aesthetic, and relentless focus on high‑score competition make it a noteworthy experiment in hybrid gameplay that still offers a satisfying, if unforgiving, arcade experience for players who love fast‑paced, score‑chasing action.
Development History & Context
Studio & Creator Vision
- Developer / Publisher: NukGames – a one‑person studio helmed by Paulo Brunassi, a self‑funded indie developer from Brazil.
- Origin: The core concept originated from a Ludum Dare 41 entry titled Hiper Simox 3000 (theme: “combine two incompatible genres”). The jam prototype proved the viability of merging a classic memory game with a shoot‑‘em‑up, prompting a full commercial release.
Technological Constraints
- Engine: Built with GameMaker, a popular choice for 2D indie titles, allowing rapid prototyping and low‑cost distribution.
- System Requirements:
- Minimum: Windows XP, Dual‑Core 2.0 GHz, 512 MB RAM, DirectX 9.
- Recommended: Windows 7+, Dual‑Core 3.0 GHz, 2 GB RAM, DirectX 9+.
- The modest specs reflect the game’s retro pixel‑art style and 2D scrolling perspective, making it accessible to a wide audience, including low‑end PCs.
Gaming Landscape (2018)
- 2018 saw a resurgence of retro‑styled indie shooters (e.g., Enter the Gungeon, Nuclear Throne) and a strong market for high‑score, arcade‑style experiences on Steam.
- Hyper Simon X positioned itself at the intersection of arcade nostalgia and puzzle‑driven difficulty, a niche that appealed to both SHMUP veterans and casual players seeking a quick, skill‑based challenge while waiting in queue for other games.
Narrative & Thematic Deep Dive
Hyper Simon X is deliberately light on narrative; its story is conveyed through visual and auditory motifs rather than dialogue or cut‑scenes.
- Setting: A fantasy‑sci‑fi hybrid where sleek space‑flight vessels glide across a scrolling starfield, reminiscent of classic arcade shooters. The background art suggests a distant, neon‑lit galaxy where “coin‑eater” arcade machines reign supreme.
- Themes:
- Memory vs. Reflex: The core mechanic—destroying enemies in a displayed order—symbolizes the clash between cognitive recall (Simon Says) and instantaneous reflex (SHMUP).
- Escalating Complexity: Each level adds a new color to the sequence, mirroring the way classic memory games increase difficulty, while the ever‑growing swarm of enemies adds a bullet‑hell pressure.
- Retro Homage: Pixel‑art graphics, chiptune‑inspired soundtrack, and arcade‑style UI pay tribute to the golden age of 80s and 90s arcade cabinets.
There are no named characters or story arcs; the “characters” are the colored enemy ships whose color coding serves as both narrative cue and gameplay mechanic.
Gameplay Mechanics & Systems
Core Loop
- Sequence Display: At the start of each wave, a series of colored ships appears in a specific order (the “Simon” sequence).
- Special Shot: The player must fire a colored special projectile that matches the next ship in the sequence. Hitting the correct ship levels up the player and extends the sequence.
- Regular Shot: All other ships can be destroyed with a standard weapon for points, but they do not contribute to the sequence.
- Combos: Destroying non‑sequence ships between correct hits builds a combo multiplier, rewarding aggressive play.
Controls & Interface
- Input: Fully supports keyboard, mouse, and gamepad. Direct control is instantaneous, with a simple two‑button layout (regular fire + special fire).
- UI: Minimalist HUD shows current level, sequence progress, combo meter, and score. The top‑down view offers clear sightlines, essential for dodging incoming fire.
Systems
- Scoring: Points are awarded for each ship destroyed, with combo bonuses for chaining kills and level bonuses for completing sequences. Leaderboards encourage repeat play.
- Difficulty Curve: The sequence length grows exponentially (similar to classic Simon), while enemy fire rates and bullet density increase, creating a bullet‑hell feel.
- Achievements & Cloud: 41 Steam achievements, cloud saves, and leaderboards add replay value.
Innovations & Flaws
| Innovation | Flaw |
|---|---|
| Hybrid genre design – seamless integration of memory‑pattern recall with fast‑paced shooting. | Precision timing – the special shot must be perfectly timed; any lag can feel unfair. |
| Retro pixel art + original soundtrack – six tracks that complement the frantic pace. | Speed bugs – community reports of the game running faster than intended on certain hardware (see Steam Community thread). |
| Simple control scheme – accessible to newcomers, yet deep enough for veterans. | Limited content – only a single mode (single‑player) and no level variety beyond increasing sequence length. |
| High‑score focus – leaderboards and achievements encourage mastery. | Technical hiccups – occasional launch errors and missing executable warnings reported by users. |
World‑Building, Art & Sound
Visual Direction
- Pixel‑Art Graphics: 2D scrolling sprites rendered in a retro aesthetic reminiscent of 90s arcade shooters. The ships are color‑coded (red, blue, green, etc.) for clarity, while the background scrolls slowly, giving a sense of forward motion without distracting from the action.
- UI Design: Clean, high‑contrast fonts and a minimal HUD keep the player’s focus on the battlefield.
Audio Design
- Original Soundtrack: Six original tracks blend chiptune melodies with modern electronic beats, each looping seamlessly during gameplay. The soundtrack has been praised on Steam for its “awesome” quality and contributes to the “coin‑eater arcade” vibe.
- SFX: Crisp laser blasts, explosion sounds, and a distinct tone for the special shot help differentiate correct hits from regular fire.
Atmosphere
The combination of bright neon colors, fast‑paced bullet patterns, and pulsing music creates an atmosphere akin to a retro arcade cabinet—the kind of place where you “play while you’re in the queue for another game.” This atmosphere is integral to the game’s identity, reinforcing its high‑score chase ethos.
Reception & Legacy
Critical & Commercial Reception
- Steam Reviews: Mixed overall, with 68 % positive out of 51 user reviews (as of early 2026).
- Steambase Player Score: 69 / 100 based on 62 reviews, also categorized as “Mixed.”
- Price: Initially $4.99, later discounted to $0.49 (often on sale), indicating modest commercial success typical of low‑budget indie titles.
Community Feedback
- Positive Points: Addictive “coin‑eater” loop, retro visuals, great soundtrack, tight controls, and high replay value via leaderboards.
- Negative Points: Reports of speed inconsistencies, occasional launch errors (“missing executable”), and a steep difficulty curve that can feel unforgiving for casual players.
Influence & Legacy
- While Hyper Simon X did not spawn a wave of similar hybrids, it stands as an early example of successful genre‑blending in the indie scene, demonstrating that a simple concept can be expanded into a full commercial product.
- The game’s inclusion in NukGames bundles and its trading‑card eligibility on Steam hint at a modest but lasting presence within the studio’s catalog.
- Its Ludum Dare origins have inspired other developers to treat jam prototypes as viable seeds for commercial releases, a trend that continues in the indie community.
Conclusion
Hyper Simon X is a compact, well‑executed experiment that marries the reflexive chaos of a bullet‑hell shooter with the cerebral pattern‑recall of Simon Says. Its retro pixel art, catchy original soundtrack, and laser‑focused gameplay loop deliver a satisfying arcade experience that rewards both memory and reflexes.
The game’s limitations—a single mode, occasional technical hiccups, and a steep difficulty curve—prevent it from achieving classic status. Nevertheless, its innovative hybrid design and high‑score chase give it a respectable niche in the indie arcade canon.
Verdict: Hyper Simon X deserves a place on any retro‑shooter enthusiast’s collection, especially for those who relish mastering tight, score‑driven challenges. It may not redefine the genre, but it proves that blending two “incompatible” ideas can produce a fun, memorable arcade gem.