The Game Boy Advance was a very unique breeding ground for ports, as developers were willing to release some interesting classic games to the portable, regardless of whether the device or said teams were capable of pulling it off successfully. Doom, Sonic 1, Street Fighter Alpha 3, Contra 3, and many others were shoved onto the handheld's screen with varying levels of quality. Even Taito's first Darius game was converted to Nintendo's gadget and renamed Darius R; I shouldn't have been surprised by this revelation... but I was, because such a concept actually frightened me.
In order to understand why a port of Darius to the Game Boy Advance may sound like a ghastly idea, one needs to understand the original arcade version. Released in the mid-1980s, this horizontal shoot-em-up created a template its successors mimicked without fail, such as a branching path system, abstract enemy designs, goofy boss creations that mimic sea creatures, and catchy music. However, it also did something unique for an arcade release. Encased in a thick cabinet, the game presented itself in a widescreen format, allowing players to fight on a vast field. Though, in actuality, there's three monitors positioned together, giving the illusion of a huge screen, and even then, some mirror manipulation was required for the three monitors to display properly.
Darius R handled this element by... um... it essentially chopped off the two side monitors and trimmed the remaining monitor to a controllable pan-and-scan screen.
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Community review by dementedhut (April 17, 2018)
Now if only I had the foresight to submit this OutRun review a day earlier... |
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