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Darius Twin
Darius Twin (SNES) game cover art
Genre:
Scrolling Shooter (Horizontal)

Developer:
Taito
Publisher
Region
Released
Taito
NA
11/??/1991
Taito
EU
04/22/1993
Taito
JP
03/29/1991
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Systems > Super Nintendo > D > Darius Twin

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Review
Masters's avatar
Staff review by Marc Golding (January 13, 2004)

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.
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Review
mariner's avatar
Reader review by mariner (October 05, 2004)

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...
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Review
overdrive's avatar
Reader review by overdrive (August 11, 2004)

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...
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Review
phediuk's avatar
Reader review by phediuk (March 29, 2006)

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?
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