Darius

released on Dec 31, 1987

Darius is a two-dimensional horizontally scrolling shoot 'em up set in a fictional future. Uniquely among shoot 'em ups, the game's screen is three times wider than conventional size, and the arcade cabinet uses an arrangement of three screens to accommodate it. The player controls an ornate fighter spacecraft, named the Silver Hawk, and must navigate through scrolling terrain while battling a variety of fighter craft, ground vehicles, turrets, and other obstacles throughout the game's stages (referred to as zones in the game). The ship's arsenal consists of forward-firing missiles, aerial bombs and a protective force field, all of which can be upgraded by power-ups (in the form of large, colored orbs) that are dropped by specially-colored enemies throughout the game's zones. When the player reaches the end of a zone, a boss appears, which must be defeated to proceed. Once the boss of a zone is destroyed, the player is given a choice of which zone to play next via a branching path. While there are 28 zones in total, only seven can be played in a single run. A Sega Mega Drive port was produced in 2019 that is pre-installed in the Mega Drive Mini as a bonus game.


Also in series

G-Darius
G-Darius
Darius Gaiden
Darius Gaiden
Super Nova
Super Nova
Darius Twin
Darius Twin
Darius II
Darius II

Released on

Genres


More Info on IGDB


Reviews View More

The gameplay itself is perfectly fine, but I feel like it doesn't really do anything interesting with the wide layout. Even the bosses don't really take advantage of all that space in any way. The branching paths would also be more interesting if the game itself wasn't so repetitive. It's a good schmup, but it swings and misses with the unique features.

Pretty barebones, and honestly the game would have a higher score if it didn't have one massive issue. Apparently at some point you can't put in more quarters to keep playing. Only thing preventing me from giving it just half a star is that is controlled well and had cool music and stages. Just wish I coulda finished it in one go. Finished it in a second run, just a very annoying mechanic.

Pretty damn good especially for the time, it has pretty much no BS rage moments in the game (at least in the route i used) and it becomes very fun once you learn how to play aggressively. Not the easiest of 1cc's but also not very hard if you do the beginner route (ABDHMRX). The difficulty curve is really weird with the first level being one of the hardest but other than that theres not many complaints i have.

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA this game is punishing as all hell dear lord. I feel like "Long" is the best way to describe this game in one word. This game's main claim to fame gimmick is the fact that it has a 3-monitor wide super long display that everything is played on. The horizontal space for movement here is nuts and, for better or for worse, they utilize all of the extra screen space to its utmost extent. Due to how long it is, enemies can come in zooming from both sides and there's a reasonable amount of time to react to everything, and it makes this game absolutely a game of positioning. If you aren't in the right places to defeat the enemies efficiently, eventually the long display will fill up with bullets and enemies from every direction and combined with the lack of any speed powerups whatsoever if you get into those situations there's no hope. The game is also really punishing as you need 8 powerups EACH to upgrade your weapon, bombs, and shield. Dying once takes all of them away so it's also one of those "if you die at any point you might as well just give up" shmups. The level progression is outrun-style where there are branching paths at the end of each level to choose what level to tackle next, and each level has their own amounts of powerups for each type so you really gotta plan a course around your playstyle if you want to succeed. Also since you need so many power ups to upgrade and there's a limited amount of each in the levels you BEST REMEMBER WHERE THEY SPAWN, once again enforcing good memorization and positioning.

Despite all my qualms about the difficulty I do find the game quite aesthetically cool. The bosses are all fish and due to the large resolution of the game all the sprites look super cool. Zuntata is behind the music so that gaurantees a quality soundtrack as well. Despite the huge difficulty making my playthrough of this quite painful even WITH things like checkpoint save states, I can't say in entirely that I don't like this game. If I saw it in an arcade, I'd surely drop a credit in.

The biggest impression Darius makes is it's presentation—super wide, projected from three CRTs side by side in the original cabinet. The levels look good, even though it's repetitive, the enemies and your ship look cool—but the boss enemies are the coolest, massive robotic fish that I have to imagine would take up most of a crt screen themselves.

The sense of choice and progression—both in your ship upgrades and in selecting each level—is decidedly utilitarian, but just enticing enough to make me want to replay, if only so I can see what bosses are behind door number two.

If there's one good thing about Ultrawide monitors it's the fact that you can play this game as it was originally intended with little difficulty.