Raizing logo
Active

Raizing

Hardcore shmup artisans

Founded January 1, 1993
1 games in database

Notable Games

Battle GareggaArmed Police BatriderBattle BakraidMahou DaisakusenDimahooKingdom Grand PrixBloody Roar seriesNaruto fighting gamesTatsunoko vs. Capcom

Company History

Raizing Co., Ltd. (also known as 8ing/Raizing) was founded in 1993 in Japan by former Compile and Toaplan employees, including programmer Shinobu Yagawa, one of the most renowned designers in shoot-em-up history.

The studio quickly established itself with Mahou Daisakusen (Sorcer Striker, 1993), a fantasy-themed vertical shooter demonstrating technical competence and creative ambition. Kingdom Grand Prix (1994) combined racing and shooting into an unusual hybrid.

Battle Garegga (1996) became Raizing's most celebrated and analyzed work. The game features one of the most sophisticated hidden ranking systems ever implemented — the game invisibly tracks player performance and adjusts difficulty in real-time. Power-up collection, survival without dying, and even rate of firing all affect "rank." Skilled players discovered they needed to intentionally limit performance to keep difficulty manageable. This counterintuitive design created unprecedented depth.

Armed Police Batrider (1998) and Battle Bakraid (1999) continued refining Raizing's design philosophy with selectable characters and competitive scoring systems. These games attracted devoted communities who analyzed frame data and optimal strategies.

Raizing later merged operations with 8ing to focus on fighting games and console development. Under the 8ing/Raizing banner, the company developed Bloody Roar games and various licensed fighting titles including Naruto games and Tatsunoko vs. Capcom. The studio continues operating with occasional project development.

Behind the Scenes

Shinobu Yagawa's design philosophy pushed shoot-em-up mechanics into deeply analytical territory. His games reward understanding over reflexes — players who learn systems thoroughly perform better than those with pure twitch skills.

Battle Garegga's rank system emerged from observing player behavior. Casual players collected every power-up and fired continuously, causing difficulty to spike beyond their abilities. Experienced players learned to manage rank: collecting only necessary power-ups, dying strategically to reset rank, rationing bomb usage. This design turned conventional shooter wisdom (maximize firepower, survive at all costs) on its head.

The decision to hide rank from players was deliberate. Making it visible would reduce mystery and encourage gaming the system rather than intuitive learning. Players discovered rank through experimentation and community knowledge-sharing. This opacity created ongoing engagement as communities dissected mechanics.

Armed Police Batrider's character selection system combined Raizing's technical shooters with Capcom crossover appeal. Players chose teams including characters from previous Raizing and Capcom games. Each character had unique abilities, encouraging experimentation and replayability.

The company's scoring systems rewarded risk-taking and optimization. Medal collection, boss milking (deliberately extending fights to maximize points), and chain maintenance created goals beyond survival. Leaderboard competition drove communities to develop and share strategies.

The transition to fighting games under 8ing represented market adaptation. Arcade shoot-em-ups declined while fighting games maintained viable markets. The studio's understanding of precise mechanics and competitive depth transferred to fighting game development, though their shooter legacy remains more celebrated.

About Raizing

Raizing is an active game development company founded on January 1, 1993 and headquartered in .

Known for creating iconic titles such as Battle Garegga, Armed Police Batrider, Battle Bakraid and more, Raizing has left an indelible mark on the video game industry.