VaultGames

Darius

ダライアス

Year
1986
Developer
Taito
Publisher
Taito
Platform
Arcade
Hardware
Taito arcade hardware
Genre
Horizontal shoot 'em up
Players
1-2 players (simultaneous)
Controls
2-way joystick + 2 buttons
Series
Darius series
Darius cover
⬇ Coming soon

Gameplay Screenshots

Darius gameplay
Darius gameplay
Darius gameplay
Darius gameplay

About This Game

Darius is the shooter that decided the screen should be wider. Taito built it on a triple-monitor cabinet - nearly three metres across - and filled that width with the largest bosses anyone had put on a screen at the time.

The bosses are all sea creatures: armoured fish, giant crabs, squid-shaped warships, rendered in silver and blue on a scale nothing else in 1986 attempted. The other structural idea is branching - the game divides into a tree of zones rather than a single line, and beating a boss offers you a choice of two paths forward, which means two players can genuinely play two different games. The power-up system is a colour-coded crystal: red for missiles, blue for shield and speed, green for air-to-air weapons, and collecting the same colour repeatedly upgrades it. There is no traditional health - a single hit destroys your ship and you restart with a stock - so the wide screen is also a defensive tool. It spawned one of the longest-running shooter series in Japan.

  • Triple-monitor cabinet - nearly three metres of screen width
  • Bosses modelled on armoured sea creatures
  • A branching zone tree rather than a single linear route
  • Colour-coded crystal power-ups with repeat upgrades

Version History

  • Arcade original1986-02

    Taito's triple-screen release, the version on this page.

  • Darius II1989

    The sequel, also on a triple-screen cabinet.

  • Darius Gaiden1994

    The later entry most Western players know, with the capture system.

Cheats & Secrets

DIP switches / service menuLives, difficulty and free play

Taito operator switches; the standard home adjustments.

Pick the same crystal colour repeatedlyUpgrades that weapon level instead of adding a new one

Consistency is the intended strategy: stacking one colour to its maximum is stronger than collecting a mix.

Tips & Strategy

Commit to one crystal colour

Repeated pickups of the same colour upgrade it. Mixing colours gives you three weak weapons instead of one strong one.

Use the screen width to escape

With three screens of space, moving away from a threat is usually faster than dodging it. Use the room.

Learn the boss weak points

The sea-creature bosses have specific destroyable sections. Targeting them beats spraying the whole shape.

Choose the branch deliberately

Each fork leads to different enemies and different bosses. Picking a route you know is worth more than exploring.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon