The 11th of August 2019 marked the final publication of Hyper, an Australian video game magazine that had outlived its competitors by over two decades. David Hollingworth, the editor for that last issue, oversaw the release of number 271, a publication that would never be followed by another. This date signified the end of Australia's longest-running gaming magazine, which had been published continuously from 1993 to 2019. The closure was not a sudden event but the culmination of a long decline in the print industry, exacerbated by the sale of nextmedia's computing titles to Future in 2018. Only two issues were published that year, with the final one appearing just months before the magazine ceased operations entirely. Subscriptions for both physical and digital formats were discontinued, leaving a void in the Australian gaming media landscape that had been filled for a generation.
A New Platform
Stuart Clarke, the founding editor of Hyper, had a background that shaped the magazine's unique identity from its inception. Before launching Hyper in 1993, Clarke edited MegaZone, a multi-platform magazine published by Sega Ozisoft. When Sega Ozisoft was taken over by Mason Stewart Publishing in September 1993, the magazine shifted to cover only Sega games, prompting Clarke to leave. Phil Keir, the owner of Next Media and publisher of Rolling Stone, called Clarke at home one night to propose a new venture. Clarke agreed to create a brand new games magazine that he would control completely. The launch issue was created in just two months, with Andrew Humphreys serving as deputy editor and Aaron Rogers as art director. This rapid development set the stage for a publication that would cover the best games on all platforms, distinguishing it from competitors like ACP's Gamestar, Australian GamePro, and Clarke's former magazine MegaZone.Beyond The Screen
Hyper distinguished itself by covering content that extended far beyond the typical scope of video game magazines. In addition to current major video game systems and releases, the magazine included coverage of arcade machines and classic games. It also featured articles on anime and DVD movies, which became popular in Australia in 1994 and 1999 respectively. The magazine included interviews with industry professionals and articles on game-related content such as game classifications, with discussions about ratings from G to X18+ beginning in Issue 2. Computer hardware and video game music were also regular features, providing a comprehensive view of the gaming culture. This broad approach allowed Hyper to appeal to a wider audience, including those interested in the cultural aspects of gaming rather than just the games themselves. The magazine's sister publication, PC PowerPlay, focused exclusively on PC gaming, further expanding the reach of the nextmedia gaming portfolio.