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Space
Invaders was one of the games that started the "vertical
shooting" genre. For a while, both vertical and horizontal shooters were
popular, but these days, in arcades, it's nearly all vertical shooters, like
from Cave and so on. Darius is a
horizontal-scroll series. How can you sort of modernize Darius for modern shooting audience that appreciates the
bullet-hell of modern games?
HA: Hmm, that's another tough one! It's certainly the case that the
vertical configuration is sort of the "default" platform for shooters
these days; I can't deny that. But I do think that there are some aspects of
horizontal shooters that you really can't express in vertical form.
For example, in a vertical shooter all you can see in the background is
the flat ground, but in a horizontal game you have the ground, the sky, and
everything in between -- it feels more like a complete world when you look at
it.
Another merit is that it offers you more ability to really detail the
characters, how they move, and so forth. That's what I think, anyway. I'm not
saying that one type is better than the other, but I think choosing the right
method of expression for each game world is important.
My personal feeling is that the
horizontal genre was more popular in home consoles because you couldn't have
the tate (or vertical) screen of the arcade at home. However, shooting games
have drifted away from consoles for a long time, so perhaps that's why vertical
took over.
HA: That's another factor of it, too, I think.
As you said, the backgrounds for
vertical shooters are the same. In combination with that, you have these
curtain-fire bullet patterns, which is more popular now. Do you feel like you
can lure fans of that experience to this, or will shooting fans go for it
either way?
HA: In that aspect, yeah, it's really not an issue of vertical versus
horizontal right now. The in thing these days, no doubt, is the bullet-hell
approach to shooters, like what you see from Cave and a lot of very popular
doujin [indie] developers. That's the sort of fashion you see in the genre
these days; it's a trend that goes beyond the question of whether that's the
most fun type of shooter or not.

Raystorm HD
It's difficult for a human being to discern between "left" and
"right" in minuscule intervals of time. As a result, it's
surprisingly a lot more difficult for humans to perceive something moving
right-to-left than if it were moving top-to-bottom. Vertical shooters don't
fire shots at you top-to-bottom all the time, of course, but when it comes to
visually scanning your surroundings, it's a lot easier to do that in a vertical
shooter. The fact that you don't see bullet-hell as much in horizontal shooters
is all the fault of us humans. (laughs)
And certainly, there are gamers out there who see bullet-hell as a lot
of fun, but there's an even larger audience who looks at that and says
"There's no way I can play this; it's too much." I think there's an
audience -- and not a small one, either -- who would like to get into shooters
but are scared off by how they are today.
Shooters are a niche now, like you said, but they weren't for most of
their history. I think one reason it became a niche is they became too difficult
for most people. Darius, though, is a
series with some history to it, and I think it can attract people who have
drifted away from the genre for a while.
And if we want people like that to enjoy this new Darius, we can't have hundreds of bullets onscreen -- we need
something they can look at and say "I think I can do this"; we need
something that looks interesting to the eye. That's what we're aiming for, and
I think that's really the mission we're tasked with for this project.
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I do wish they'd make more cute games again. Specifically, I want to see new games (not remakes) in the Bubble Bobble, Rakugaki Oukaku (Magic Pengel), and New Zealand Story series. C'mon, Taito, NZS was GTA before GTA was GTA! :-)