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Darius Twin

Darius Twin (SNES) game cover art
Publisher
Region
Released
NA
11/??/1991
EU
04/22/1993
JP
03/29/1991

Darius Twin (SNES) screenshotDarius Twin (SNES) screenshotDarius Twin (SNES) screenshot


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Staff Reviews

Darius Twin review

Reviewed January 13, 2004

Marc Golding says: "If you’ve played a Darius game before—and most shooter fans have—the boss encounters won't floor you. The familiar siren sounds along with a dramatic written warning that both names, and describes, the oncoming sea-dwelling behemoth. But the actual names in Twin are priceless. As over-the-top dramatic as they are, (e.g.: a tortoise named Full Metalshell) they are quite in keeping with the wailing, alarming tracks that enthuse in the background. A boss encounter in Twin is like a episode-ending Voltron battle: all hype."
Masters's avatar

Reader Reviews

Darius Twin review

Reviewed October 05, 2004

mariner says: "Shooters. The darling of the hardcore croud, the games those elitist gamers heap praises upon. I've never cared for them, personally. Gradius, R-Type, and the like just never appealed to me in any way, appearing too unforgiving, too dependant on rote memorization, too much a twitch type game for a person like me who can't even get past the first level in Contra. But I figured the genre deserved a second chance, that I had better actually give it a shot before I could feel completely justifie..."
mariner's avatar

Darius Twin review

Reviewed August 11, 2004

overdrive says: "Maybe the original Darius wasn’t the greatest shooter ever made. It wasn’t as intricate and demanding as R-Type or as simple and mindlessly fun as other early shooters, but it was still a quality game. Heck, I can safely say the PC Engine port (Darius Plus) is worth playing solely for the boss battles. With a total of 16 beautifully rendered robotic menaces derived from various forms of aquatic life, the original bosses of Darius were sheer works of art. Combine that with some rich, colorful gra..."
overdrive's avatar

Darius Twin review

Reviewed March 29, 2006

phediuk says: "Taito, like every other company in the early 90s, wanted to jump on the scrolling shooter bandwagon. It was the newest fad in the game industry! Part of the reason for this was because scrolling shooters are very easy games to program: no physics! Extremely linear gameplay (which makes bug testing a cinch)! Simple game mechanics! Only about eight levels are required to satisfy players! And what's more, those players loved them! What's not to love about scrolling shooters? "
phediuk's avatar

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