
Junichi Terayama, the one-man force behind TERARIN GAMES, has spent a decade cultivating a growing catalog of shoot-’em-ups, that draw inspiration from some of the genre’s best efforts. In this conversation, Terayama discussed how his latest release creates an identity through a cyber-themed world and over 20 bosses that required upwards of 1,000 hours of balance tuning.
Tech-Gaming: How did TERARIN GAMES first get started, and what inspired you to develop games independently?
Junichi Terayama (Terarin): I was working as an information security engineer. About ten years ago, I discovered GameMaker Studio and realized it could let me use my programming skills to create the kinds of games I loved as a kid. I developed games part-time alongside my day job for around five years. Eventually, I found game development far more fulfilling, so I left my job to pursue it full-time independently.
T-G: Is TERARIN GAMES your full-time job or a part-time undertaking?
Terarin: It’s now my full-time work after leaving my previous corporate job. I work intensively—sometimes day and night with no days off—when I’m in a good flow, and I take breaks when concentration dips or I need to recharge. It’s a very flexible schedule overall.

T-G: What is your philosophy when it comes to designing STGs?
Terarin: I focus on a core loop of shooting, defeating enemies, and dodging bullets, while emphasizing strong interactivity through player-enemy strategy and quick reactions. The goal is for players to feel a genuine sense of accomplishment as their skills improve. These elements form the foundation of my STG design approach.
T-G: Looking back at your earlier releases, especially 2D efforts like Crystal Breaker and Moon Dancer, which title is the most pivotal in shaping your development philosophy?
Terarin: Each game has explored different concepts, but Raging Blasters stands out as a classic, straightforward STG that gained good support from players. It played a key role in solidifying the style I continue to build on today.

T-G: What kind of player experience were you aiming for with Blaze of Storm. Is there a feeling or emotion you wanted players to walk away with?
Terarin: With Blaze of Storm, I aimed for tight controls, focused satisfaction during play, and a strong feeling of achievement. It’s built as a classic-style STG similar to Raging Blasters, but with overall refinements and higher polish. As this marks the 10th anniversary of TERARIN GAMES, I hope players enjoy it and come away with renewed appreciation for traditional arcade-style STGs.
T-G: With the ample amount of secondary weapon offerings, I couldn’t help but see a bit of Gunhed (Blazing Lazers in the West) and some Zanac x Zanac Neo in the bullet-canceling “Flash” icons. There’s even a nod to Same! Same! Same! with an infantry formation. What other references and inspirations are part of Blaze of Storm?
Terarin: The game draws inspiration from more than 40 classic titles, with clear homages to STGs I played a lot growing up, including Zanac, Aleste, Blazing Lasers, M.U.S.H.A., Seirei Senshi Spriggan, Dragon Spirit, Image Fight, and Raiden. That said, the cyber-themed world setting helps give it its own distinct identity as an original work.

T-G: How long was Blaze of Storm’s development period? What was one of the biggest difficulties you had to overcome?
Terarin: Development took roughly one year. With more than 20 bosses in the game, achieving good balance across everything was extremely challenging and required over 1,000 hours of adjustments.
T-G: In your design documentation, you emphasize that STGs need stage and boss variety as well as sense of accomplishment. What genre entries best demonstrate this approach.
Terarin: In games built around simple core systems, increasing variety in enemies, stages, and patterns tends to boost player satisfaction. Platformer games often do this particularly well, and I believe there’s quite a bit STG developers can learn from that genre.

T-G: Can you tell us what software was used to create Blaze of Storm?
Terarin: I used GameMaker Studio. It’s a solid choice for 2D game development, especially when targeting multiple platforms like Steam and Nintendo Switch.
T-G: What advice can you give aspiring STG creators?
Terarin: Start by reflecting on your own experiences and focusing on what genuinely excites you—that’s a great way to spark creativity. Analyze why certain games appeal to you, then experiment through trial and error to recreate those feelings. To move toward a more professional level, it’s also important to balance personal passion with consideration for what will engage and entertain players. STGs pack so much of what makes games fun into one genre, so I definitely encourage anyone interested to give it a try.

