Difference between revisions of "Darius Gaiden"
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''Gaiden'' was ported to the [[Sega Saturn]] and released in late 1995, curiously arriving before the Saturn port of ''Darius II''. It was the second of two ''Darius'' games to be brought to Sega systems - its arcade successor, ''G-Darius'', which used polygonal graphics, skipped the Saturn in favour of the PlayStation in 1998. | ''Gaiden'' was ported to the [[Sega Saturn]] and released in late 1995, curiously arriving before the Saturn port of ''Darius II''. It was the second of two ''Darius'' games to be brought to Sega systems - its arcade successor, ''G-Darius'', which used polygonal graphics, skipped the Saturn in favour of the PlayStation in 1998. | ||
+ | ==Gameplay | ||
Darius Gaiden follows the established formula closely, but dropped the multiple screen setup. Difficulty is considered to be lower than in part II. | Darius Gaiden follows the established formula closely, but dropped the multiple screen setup. Difficulty is considered to be lower than in part II. | ||
So called black hole bombs have been added, that damage enemies and neutralize projectiles, but also sucks in power ups. Not using any of these yeilds a special score bonus at the end of the game, but is tied to not using continues. | So called black hole bombs have been added, that damage enemies and neutralize projectiles, but also sucks in power ups. Not using any of these yeilds a special score bonus at the end of the game, but is tied to not using continues. | ||
− | Stages are selectable in the usual branching path fashion after defeating a boss. | + | Stages are selectable in the usual branching path fashion after defeating a boss, with the "upper" routes typically being easier to clear. However, the upper routes also offer more scoring chances, which goes against the usual risk vs. reward design in arcade games, and as the high score table is not dictated by path, the only reason to use a different route is to see each of the different stages and endings. |
Strangely autofire, a common feature in shooting game ports, is missing from options. It must be activated by a cheat code. | Strangely autofire, a common feature in shooting game ports, is missing from options. It must be activated by a cheat code. | ||
− | + | The game has a dynamic difficulty level, depending on power ups collected, survival time and so on. | |
− | |||
− | |||
==Production credits== | ==Production credits== |
Revision as of 11:39, 18 September 2016
Darius Gaiden | ||||||||||||||||||||
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System(s): Sega Saturn | ||||||||||||||||||||
Publisher: Acclaim, Taito (JP) | ||||||||||||||||||||
Developer: Aisystem Tokyo | ||||||||||||||||||||
Developer(s) of original games: Taito | ||||||||||||||||||||
Sound driver: SCSP/CD-DA (15 tracks) | ||||||||||||||||||||
Genre: Shoot-'em-Up | ||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||
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This short article is in need of work. You can help Sega Retro by adding to it.
Darius Gaiden (ダライアス外伝) is the third main entry in Taito's Darius series of horizontal space shoot-'em-up games, first released in 1994 in arcades as a sequel to Darius II. During development it was known as Darius III. Why it was changed to a"gaiden" type of story (roughly meaning "side story"), is unknown. The game's soundtrack was composed by Taito's house band Zuntata.
Gaiden was ported to the Sega Saturn and released in late 1995, curiously arriving before the Saturn port of Darius II. It was the second of two Darius games to be brought to Sega systems - its arcade successor, G-Darius, which used polygonal graphics, skipped the Saturn in favour of the PlayStation in 1998.
==Gameplay Darius Gaiden follows the established formula closely, but dropped the multiple screen setup. Difficulty is considered to be lower than in part II. So called black hole bombs have been added, that damage enemies and neutralize projectiles, but also sucks in power ups. Not using any of these yeilds a special score bonus at the end of the game, but is tied to not using continues.
Stages are selectable in the usual branching path fashion after defeating a boss, with the "upper" routes typically being easier to clear. However, the upper routes also offer more scoring chances, which goes against the usual risk vs. reward design in arcade games, and as the high score table is not dictated by path, the only reason to use a different route is to see each of the different stages and endings.
Strangely autofire, a common feature in shooting game ports, is missing from options. It must be activated by a cheat code.
The game has a dynamic difficulty level, depending on power ups collected, survival time and so on.
Production credits
- Producer: Hidehiro Fujihara
- Game Design: Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa
- Thanks: Kentaro Matsumura
- Art Director: KAT, Masami Kikuchi, Baw-Baw
- Programmer: Kurabar, Naoto Omura, Hidetaka Harada
- Hardware Engineer: Katsumi Kaneoka
- Decorator: Rintaro Doi
- Sound Director: OGR (Zuntata), Katsuhisa Ishikawa (Zuntata)
- Bit Pattern: Makoto Fujita, Ucky Maeda, Toru Kawaishi, Miwa Kamiya
- Special Thanks: Hisao Shimizu, Rie Amino, Takako Akitsu, Masahiro Tashiro, Nakayama Jotohei, Nobuyuki Hayashi, Ryoto Komai, Yasunobu Kosokabe, Saori Hiratsuka, Ryota Sasaki, Naoto Yagishita, Takao Yoshiba, Nobuaki Kuroki, Yuichi Onogi, Makoto Osaka, Yoshihiro Mori, Naomitsu Abe, Masatoshi Tsuneoka, Yosuke Tsuda, V.G. Tokyo All Staff, Papara Kaito, Yoshinari Mitani, I.G Tatsunoko, ...And Default Members
Presented by: Taito®
Track list
1. [data track] (02:14) |
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2. VISIONNERZ: Genshibito (04:38) |
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VISIONNERZ~幻視人~ |
EN: VISIONNERZ ~Hallucinated People~ |
Composed by: Hisayoshi Ogura |
3. (Punctuation) (00:06) |
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Composed by: Hisayoshi Ogura |
4. Burst Out (01:53) |
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Composed by: Hisayoshi Ogura |
5. Induction (01:48) |
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Composed by: Hisayoshi Ogura |
6. E.E.G. (04:16) |
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Composed by: Hisayoshi Ogura |
7. Axon (02:20) |
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Composed by: Hisayoshi Ogura |
8. TOUEI (04:11) |
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投影 |
EN: Reflection |
Composed by: Hisayoshi Ogura |
9. Fake (02:02) |
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Composed by: Hisayoshi Ogura |
10. Singing In The Brain (01:46) |
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Composed by: Hisayoshi Ogura |
11. Tranquilizers (02:58) |
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Composed by: Hisayoshi Ogura |
12. SELF (04:12) |
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Composed by: Hisayoshi Ogura |
13. Refrain (01:39) |
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Composed by: Hisayoshi Ogura |
14. Name (00:56) |
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Composed by: Hisayoshi Ogura |
15. End Titles (02:30) |
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Composed by: Hisayoshi Ogura |
16. over (00:09) |
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Composed by: Hisayoshi Ogura |
Promotional material
Physical scans
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71 | |
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Based on 31 reviews |
References
- ↑ 1.0 1.1 1.2 File:CVG UK 172.pdf, page 46 Cite error: Invalid
<ref>
tag; name ":File:CVG UK 172.pdf_p46" defined multiple times with different content - ↑ File:GameGamePlayers US 0904.pdf, page 66
- ↑ File:DariusGaiden_Saturn_JP_SSEnding.pdf
- ↑ 4.0 4.1 File:CDConsoles FR 15.pdf, page 92 Cite error: Invalid
<ref>
tag; name ":File:CDConsoles FR 15.pdf_p92" defined multiple times with different content - ↑ 5.0 5.1 File:ConsolesPlus FR 051.pdf, page 98 Cite error: Invalid
<ref>
tag; name ":File:ConsolesPlus FR 051.pdf_p98" defined multiple times with different content - ↑ 6.0 6.1 File:Edge UK 030.pdf, page 70 Cite error: Invalid
<ref>
tag; name ":File:Edge UK 030.pdf_p70" defined multiple times with different content - ↑ 7.0 7.1 File:MeanMachinesSega42UK.pdf, page 76 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega42UK.pdf_p76" defined multiple times with different content - ↑ 8.0 8.1 File:MeanMachinesSega43UK.pdf, page 88 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega43UK.pdf_p88" defined multiple times with different content - ↑ 9.0 9.1 File:PlayerOne FR 062.pdf, page 94 Cite error: Invalid
<ref>
tag; name ":File:PlayerOne FR 062.pdf_p94" defined multiple times with different content - ↑ File:SSM_UK_05.pdf, page 72
- ↑ File:SSM_JP_19951222_1995-14.pdf, page 202
- ↑ 12.0 12.1 Saturn no Game wa Sekai Ichi~i~i~i!: Satamaga Dokusha Race Zen Kiroku, SoftBank Publishing, page 11 Cite error: Invalid
<ref>
tag; name ":File:SnGwSISDRZK Book JP.pdf_p11" defined multiple times with different content - ↑ Electronic Gaming Monthly, "March 1996" (US; 1996-xx-xx), page 29
- ↑ Famitsu, "1995-12-22" (JP; 1995-12-08), page 1
- ↑ Fun Generation, "03/96" (DE; 1996-02-12), page 48
- ↑ GameFan, "Volume 4, Issue 2: February 1996" (US; 1996-xx-xx), page 18
- ↑ Game Players, "Vol. 9 No. 4 April 1996" (US; 1996-03-19), page 66
- ↑ GamePro, "April 1996" (US; 1996-xx-xx), page 82
- ↑ GamePro, "May 1996" (UK; 1996-04-xx), page 38
- ↑ Game Informer, "April 1996" (US; 1996-0x-xx), page 59
- ↑ Joypad, "Février 1996 (Joypad International supplement)" (FR; 1996-0x-xx), page 24
- ↑ MAN!AC, "02/96" (DE; 1996-01-10), page 41
- ↑ Mega Fun, "03/96" (DE; 1996-02-20), page 80
- ↑ Saturn Fan, "1996 No. 4" (JP; 1996-02-02), page 62
- ↑ Saturn+, "Easter/April 1996" (UK; 1996-03-07), page 62
- ↑ Sega Magazin, "März 1996" (DE; 1996-02-14), page 68
- ↑ Sega Power, "April 1996" (UK; 1996-02-15), page 52
- ↑ Sega Pro, "March 1996" (UK; 1996-01-25), page 60
- ↑ Sega Saturn Magazine, "March 1996" (UK; 1996-02-24), page 72
- ↑ Sega Saturn Magazine, "1995-14 (1995-12-22)" (JP; 1995-12-08), page 202
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 20
- ↑ Ultimate Future Games, "March 1996" (UK; 1996-0x-xx), page 68
- ↑ Última Generación, "Febrero 1996" (ES; 1996-0x-xx), page 90
- ↑ Video Games, "2/96" (DE; 1996-01-24), page 83
- ↑ VideoGames, "May 1996" (US; 1996-04-23), page 63
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