<![CDATA[Kotaku: treasure]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: treasure]]> http://kotaku.com/tag/treasure http://kotaku.com/tag/treasure <![CDATA[ Top Rated Ikaruga Player: "XBLA Version is Horrible" ]]> Enjoy that XBLA Ikaruga? The current top-rated numero uno player Kingoro58k totally hates it. While he seems to put up with the XBLA port enough to reclaim his spot from a Finnish gamer, Kingoro58k writes on his
Gamertag bio:


The XBLA version of Ikaruga is a horrible port.
This isn't Ikaruga, this is Ikaruga LOL.

As commenter Muu points out, the reason for this hatorade is that there are minor changes from the arcade/Dreamcast version. Among them, in a couple places, enemy placement is different and the direction of laser beams on the third stage's mini-boss has been changed. Kingoro58k has detailed the changes as well on his own blog. For those interested in reading up on these differences, forum SuperPlay! has the nitty-gritty. Good times.
Ikaruga LOL [Kingoro58k Thanks, Muu!] ]]>
Wed, 16 Apr 2008 22:20:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=380686&view=rss&microfeed=true
<![CDATA[ Ikaruga Review: No Refuge For Wimps ]]> For the uninitiated, Treasure's Ikaruga is a vertically scrolling shoot 'em up originally released for arcades, with ports for the Dreamcast and GameCube released in 2002 and 2003 respectively. It uses a simple mechanic of polarity—your ship, the Ikaruga, can switch between black and white states; there are no traditional shooter power ups, black and white beams are your only weapon. It's a system that belies its complexity. When white, the ship can absorb all white-colored incoming enemy fire. When black, the ship can absorb all black-colored incoming enemy fire. However, when firing on ships of the opposite color, the Ikaruga does double the damage. Oh, but there's more to it than that, a layer of depth that makes Ikaruga one part shooter, one part puzzler, with a dash of rhythm and strategy tossed in. How does the Xbox Live Arcade port hold up, with Ikaruga now seven years old?

Warning. The big list of love and hate is approaching at full throttle. No refuge.

Loved
Still Gorgeous Graphics - Ikaruga has the best visual design of any shooter ever. The limited color palette, in black, red, white and blue, is painted perfectly on earthy backdrops. Playing the game in high definition alone is worth the 800 Microsoft Points, even if you have the Dreamcast and GameCube ports
Soundtrack - Shooting game soundtracks are required by shmup law to feature dramatic, blood pumping anthems and Ikaruga does not disappoint. Its boss battle fanfare is classic stuff.
Punishing Difficulty - There's a certain joy to be had in beating your previous shooting performance until, ultimately, you can conquer the barrage of beams and bullets and clear the game's five chapters. After each failed attempt, you may find yourself giving it another go. And another. And another. It's hard, damn hard, but in a very satisfying way.
Options For Everyone - TATE mode lets those with rotating monitors play Ikaruga in its original, portrait aspect ratio. Replays let players save their best runs to the hard drive. Multiple difficulty options let the scrubs enjoy the later levels with continues that accrue with more play time.
Real Replayability, Real Depth - Simply beating the game isn't enough. Ikaruga's real challenge lies in racking up max combo chains—shoot groups of three of the same color consecutively without breaking the sequence—requiring memorization, strategy, twitch controls and genuine skill.

Hated
Online Lag - In a game that demands tight control and pixel accurate perception, a quarter of a second delay in response is unacceptable. System link and local two-player options perform fine, but it's hard to take Xbox Live matches seriously.
Dull achievements - A good portion are only for the hardest of the hardcore, but as a whole they're largely uninspired. Maybe I'm just bitter that I know I'll NEVER get an A on Chapter 4.

Over the past six years, I've logged a few hundred sessions with Ikaruga in its two console incarnations, but playing through it again in high(er) fidelity helped renew my appreciation for it. It also showed how rusty I'd become, requiring nearly a week of playtime to finish all five chapters.

Ikaruga is not for everyone, but it's arguably one of the best values to hit Xbox Live Arcade, considering how much many of us paid for the import Dreamcast version (or the Naomi one!). The appeal may be limited due to its niche genre and unforgiving difficulty, but even if you've never played a Treasure shooter before, you owe it to yourself to see what the fuss is about.

Ikaruga was developed by Treasure and release on April 9. Retails for 800 Microsoft Points ($10 USD). Available on Xbox Live Arcade. Completed single player mode on Normal difficulty and played six Xbox Live two-player games.

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Mon, 14 Apr 2008 13:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=379277&view=rss&microfeed=true
<![CDATA[ Treasure Tackling Two Wii Titles ]]> The latest issue of Nintendo Power, which is in the hands of subscribers right now features an interview with Masato Maegawa, the president of the beloved action game developer, whose Bangai-O Spirits is due to hit the Nintendo DS stateside this quarter. The Xbox Live Arcade remake of Ikaruga just went live, but Nintendo Power wants to know when Maegawa and crew will get some WiiWare titles out.

Maegawa says that they're looking into it, but that they already have two unannounced Wii games in development. Details are nonexistent other than the Treasure president teasing that "both games will have a lot of impact." Who wants to make some wagers?

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Fri, 11 Apr 2008 20:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=378580&view=rss&microfeed=true
<![CDATA[ Frankenreview, Ikaruga (XBLA) ]]> Treasure's classic shoot 'em up Ikaruga has a simple premise. Turn your ship white, become immune to white attacks. Turn your ship black, become immune to black attacks. The casual onlooker would say the premise sounded simple. The seasoned Ikaruga player would say the premise sounded deceptively simple.

So the question isn't should you play Ikaruga if you haven't. The question is, should you play Ikaruga on XBLA, or should you hunt down a Gamecube or Dreamcast version. Hit the jump for our Frankenreview to find out: it's Ikarugalicious.

graphikaruga.jpg
Team Xbox
Time and again, the game has gotten high marks with critics as being one of the best looking 2D shooters on the market. ... now, making the jump to the 360, the game looks even better. In 720p HD, everything looks sharp, refined, and runs smooth as silk.
game02_02.jpg
IGN
To truly excel at Ikaruga requires a mastery of the polarity system and a lot of practice...Casual gamers may find themselves overwhelmed and unable to scratch the surface of this classic. That would be a shame, though, as this is easily one of the best titles on the Live Arcade.
game02_05.jpg
CVG
If you have an LCD TV you can flip that bad boy on its side and, in the options screen, flip the gameplay sideways so you get full-screen up-scrolling action (known in the shooter scene as TATE mode). That's how the purists play (and us).
game02_06.jpg
Eurogamer
...whereas once dedicated players would need to import Japanese DVDs of the top players' score runs for tips and techniques, now you simply select their name on the scoreboard and sit back to watch their replay, awestruck. The option to save and upload all replays, combined with co-op play over Xbox Live, makes the definitive version of the game.
game02_03.jpg
At $10, it's the price of two value meals. And cheeseburgers don't taste this good.

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Thu, 10 Apr 2008 12:00:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=378119&view=rss&microfeed=true
<![CDATA[ It's Official: Ikaruga Hitting XBLA This Week ]]> In this week's XBLA update, we've finally gotten official confirmation that Ikaruga, the classic Japanese shoot 'em up (sorry, I despise the term "shmup") is coming to the platform this Wednesday, April 9th. Now in HD, players can enjoy standard leaderboards as well as online co-op and replay/save video support. It'll set you back 800 points.

In addition, the highly regarded newb Poker Smash will be offering two expansions. The Environment Pack (with two new action mode environments) and the Puzzle Pack (with 15 new puzzles) will each be available for 100 points.

All in all, it's a nice week of updates on XBLA. For the full, gruesome details, hit the jump.

The Japanese arcade hit "Ikaruga" receives the full Xbox LIVE Arcade treatment and is poised to launch on the platform this Wednesday, April 9, 2008 at 9:00 a.m. GMT (1:00 a.m. PDT).

"Ikaruga" is a fast-paced scrolling shooter with a twist - players must constantly switch their ship's polarity to maximize their damage output and avoid incoming enemy fire of the opposite polarity.

"Ikaruga" on Xbox LIVE Arcade features a two-player co-op mode both locally and over Xbox LIVE. Newcomers can also easily bring their skill up to speed by using the game's slow motion training mode.

"Ikaruga" is a perfect combination of beautiful, manga-style storytelling and challenging arcade heroics, all brought to life in a gorgeous HD environment.

Gamers itching to obtain a moment of "Ikaruga" glory will be wise to master the chaining system that detects when enemies of the same polarity are destroyed consecutively. Doing so will reward players with huge score bonuses, which will be key to topping "Ikaruga's" leaderboards.

The ability to relive a particularly harrowing battle is also possible thanks to the game's record and replay function, which is new to the Xbox LIVE Arcade version of the game.

From the Japanese developer Treasure, "Ikaruga" will be available worldwide for 800 Microsoft Points and is rated E for Everyone by the ESRB.

Independent developer Void Star Creations unveils two new downloadable content packs for their hit Xbox LIVE Arcade title, "Poker Smash" this Wednesday, April 9, 2008 at 9:00 a.m. GMT (1:00 a.m. PDT). The new content includes two Action Mode Environments in the Environment Pack and an additional 15 Puzzles in the Puzzle Pack, giving "Poker Smash" players a total of 13 immersive environments and 70 mind bending puzzles. The "Poker Smash" Environment Pack and Puzzle Pack will each be available for 100 Microsoft Points.

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Mon, 07 Apr 2008 10:40:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=376823&view=rss&microfeed=true
<![CDATA[ Ikaruga For Xbox Live Arcade Finally Dated ]]> FUCK YESThe promise of Ikaruga for Xbox Live Arcade has been a constant tease since its official announcement in September. We know it's coming soon, but didn't know exactly when. Fortunately, the Japanese version of Xbox.com has put a date on it, pegging the release for Wednesday, April 9. That's a respectable distance from April 1, so we suspect our emotions aren't being stomped upon by cruel Japanese webmasters. Cross your fingers in hope that the world doesn't explode until at least April 10!

Ikaruga [Xbox Japan via XBLAH]

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Thu, 27 Mar 2008 18:20:18 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=373202&view=rss&microfeed=true
<![CDATA[ Ikaruga Rumored To Hit XBLA By April ]]> When Microsoft announced the HD remake of Ikaruga last September, it said it was "coming soon." Then nothin'. Then, back in January, we thought that the Xbox Live Arcade release of Treasure's vertically scrolling shooter was just around the bend, time-wise. We haven't heard a peep from it since, just the sound of tears hitting the floor.

But thanks to the newest issue of the Official Xbox Magazine (UK), we know that Ikaruga is already "Out Now." Obviously, it's not, but since it's from the April issue of the mag, we can certainly hope that it really, genuinely, totally is coming very, very soon. It didn't show up in a recent list of upcoming XBLA releases, but let's just hope MS is being coy.

OXM hints at imminent Ikaruga [Xbox 360 Fanboy]

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Wed, 19 Mar 2008 15:40:33 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=369924&view=rss&microfeed=true
<![CDATA[ Bangai-O Spirits DS Trailer Is Somewhat Explosion Heavy ]]>

We got a chance to play an extremely early version of Bangai-O Spirits for the Nintendo DS at the most recent Tokyo Game Show, but it really didn't do the game justice. You really do need fully functioning full-screen missile barrages and excited Japanese voiceover narration to properly understand Treasure's Dreamcast to DS port. Hence, this nearly perfect trailer.

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Thu, 06 Mar 2008 17:20:10 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=364925&view=rss&microfeed=true
<![CDATA[ Bangai-O Spirits Coming Stateside ]]> bangaiodcbox.jpgA happy day for fans of the Dreamcast classic Bangai-O, as D3Publisher of America and lovable, cuddly Japanese developer Treasure announce the DS version of the game for North American release later this year. Combining two of Treasure's greatest strengths - puzzle games and shooters - the original Bangai-O was one of the developer's most definitive titles. The DS version features local wireless co-op gameplay for 1-4 players, a powerful level editor, and probably the neatest feature of all - level transfer using sound. The level editor saves files as sound, which can then be transmitted to other DS systems via the built-in microphone, or save them on a PC for upload and sharing via the internet. Players can even use this Sound Load feature to transfer gameplay footage, which means someone needs to come up with a flash app that translates the sound files and set up a website ASAP. Bangai-O Spirits should be hitting US shores sometime in Q2 2008.

D3Publisher of America and Renowned Japanese Developer TREASURE Bring Nintendo DS Game Bangai-O Spirits to North American Markets

New Sound Load Technology Allows Data Transfer Via Sound Files for the First Time Ever on Nintendo DS Handheld Systems

LOS ANGELES—(BUSINESS WIRE)—A jewel of a game will cross the Pacific and delight gamers as Bangai-O Spirits was confirmed today for the North American market by D3Publisher of America, Inc., a publisher and developer of interactive entertainment software. Bangai-O Spirits is a compelling blend of twitch-fest shooter and puzzler genres, seasoned with strategic and tactical elements. Developed in the eccentric, much-loved style of TREASURE Co., Ltd., it is a re-imagination of their '90s cult classic game Bangai-O, perfected for the Nintendo DS™ handheld system. Bangai-O Spirits will incorporate a powerful level editor tool, as well as revolutionary new technology known as Sound Load that allows gamers to transfer data among DS systems via sound files—a first for DS handheld systems. The game is scheduled for release in the second quarter of 2008.

"It is an honor to bring a ground-breaking game by a respected developer like TREASURE to North American game enthusiasts," said Yoji Takenaka, chief operating officer, D3PA. "Bangai-O Spirits contains many key elements that define a truly enjoyable videogame—the innovation in both technology and gameplay make this a must-have title for everyone who owns a DS system."

Bangai-O Spirits provides gamers with addictive shooter gameplay, punishing supermoves and a sensory overload of fireworks onscreen, with strategic and tactical elements and TREASURE's quirky design style. The game also offers co-op, competitive multiplayer for 1-4 players via local wireless, a powerful level editor tool which allows players to edit in-game levels or create new ones from scratch, and the revolutionary new ability to transfer data among DS systems through sound data transfer technology known as Sound Load.

Never before utilized for DS systems, the Sound Load technology in Bangai-O Spirits allows players to transfer level data among DS handheld systems via the use of sound and the DS microphone. This technology works by taking the level data and turning it into a sound file which is output through the host DS speaker. This data is then interpreted through the microphone of the recipient DS, and the level transfer is complete!

It is also possible to upload and circulate sound files of level data from Bangai-O Spirits online via the Internet, or to save files to a recording device like a PC or jump drive for transport and distribution, allowing gamers to catalog, share and compare levels online easily with gamers all over the world! Widening the range of play and interaction even further, gamers can also deliver high score and gameplay footage as transferable sound files by using Sound Load. More details about this unique feature will be forthcoming soon.

Bangai-O Spirits for Nintendo DS is developed by TREASURE Co., Ltd. and is currently rated "RP" (Rating Pending) by the ESRB.

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Tue, 26 Feb 2008 09:20:13 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=360780&view=rss&microfeed=true
<![CDATA[ Bangai-O DS Hits Japan On March 19 ]]> bangai-o.jpg It's been announced that Bangai-O Spirits, Treasure's upcoming handheld version of its cheek-pinchingly adorable slice of bullet hell pie, will be out in Japan on March 19. Same day as Echocrome! Which is of course relevant to everyone able to work an import store's online store, seeing as with Bangai-O an ability to understand what's being said comes a distant second to being able to make an entire screen explode.
[Treasure, via GhostSeed @ GAF]

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Fri, 08 Feb 2008 22:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=354555&view=rss&microfeed=true
<![CDATA[ Ikaruga Coming Soonish? (Please Hurry) ]]> Treasure's legendary shooter IKARUGA has recently appeared on Xbox Live's Partner Net (the "insider's" version of XBL). Previously, the 49MB game appeared on Partner Net, but it wouldn't load. This time around, it's downloadable and playable. The game will support both 16:9 and 16:10 widescreen. It's appearance on Partner Net doesn't mean it's going to be out anytime soon. Fingers gently crossed that it be, however.
Ikaruga Coming Soon? [Shmups Forum via Arcade Renaissance]

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Mon, 07 Jan 2008 23:00:41 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=341897&view=rss&microfeed=true
<![CDATA[ More Treasure Coming To Wii Virtual Console ]]> alien_soldier_vc.jpgThe ESRB has updated its ratings database with a few new potential Virtual Console candidates for the Nintendo Wii, with Treasure's Alien Soldier leading the list. The Sega Genesis (okay, Mega Drive) side-scrolling shooter was never released in North America, but did get a release in Europe, meaning stateside Treasure fans with a bent for bird-men in space suits should be furiously wiping palm sweat on their jeans upon the ultimate release. While I already have Alien Soldier in my possession, it's nice you will soon play it, too.

Another Sega Genesis release, Shining Force II has also passed the ratings board, giving strategy RPG fans another shiny dose of 16-bit fun. Finally, Taito's Bubble Bobble has snagged itself an E rating, much to the delight of Bub and Bob fans. This is where I'd normally urge caution in that these games could be weeks or months away from a VC release, but I'd rather see raw, unbridled enthusiasm.

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Fri, 02 Nov 2007 15:40:48 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=318323&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]> chicken_plate.jpgIt's crunch time over at the Kotaku West Coast Tower and this associate editor has a full plate... of responsibility! The bathroom looks like a truck stop's, the dishes need doing, Adobe Illustrator files need... illustrating, and there's a stack of games still in the shrinkwrap that need attention from daddy. BioShock, Zack & Wiki, and Jeanne D'Arc make up my current backlog, with a fresh copy of SOCOM: Tactical Strike showing up at my doorstep last night. So why am I about to beat feet down to ye olde game shoppe and pick up Manhunt 2 and Guitar Hero III? Because I've got a spending problem!

Yep, the first step in recovery is admitting you have a problem. Unfortunately, I've been on step one for about three years now. It seems this is as far as I'm willing to go.

While I play the above, I have to wonder: what are you playing this weekend?

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Fri, 02 Nov 2007 14:40:28 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=318313&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]> wayptw_mummy.jpgAnother (week)day, another dollar. Another weekend? More time in comfy pants, showering at two in the afternoon, brunches that weigh in at 1600 calories—all part of the Good Life. The icing on the lazy cake is hours upon hours of time spent "wasted" gaming. Me? I'll be group-gaming with some Zack & Wiki: The Quest For Barbaros' Treasure in between bouts of BioShock. I'm a little late to the party on the latter, as I've just recently become the proud owner of an Xbox 360, but the former was snatched up day one. And for $40! I had no idea it was so moderately priced.

I've also got a mummy costume to throw together, the walking undead to my better half's ancient Egyptian-themed slutty get up. Plus, pumpkin carving! Oh yeah!

In the comments, let us know not only what your gaming plans are, but what this weekend's Halloween party situation is like. Be safe!

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Fri, 26 Oct 2007 14:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=315647&view=rss&microfeed=true
<![CDATA[ Treasure Trove Of Zack & Wiki Screens Unearthed ]]> We don't post Zack & Wiki screenshots out of obligation or monetary compensation. No, it's done out of pure love. Maybe it's actually guidance from a higher power, as I saw someone describe the Wii adventure game as an "average puzzler" and I expected nothing short of a proper smiting from the Lord. Regardless of our religious fervor for all things Zack, Wiki and Barbaros, some of these new and newish shots illustrate the new "whiteboard" feature that allows three backseat gamers to draw things on the screen. Arrows, circles, the occasional "FU"—it all adds to the multiplayer experience. Enjoy. That's an order.

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Wed, 03 Oct 2007 19:20:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=306880&view=rss&microfeed=true
<![CDATA[ Ikaruga For Xbox Live Arcade Hands-On Impressions ]]> A four-kiosk attack of Xbox Live Arcade games was nestled in the middle of Microsoft's Xbox 360 booth at TGS, showing off dozens of titles old and new. Only one contained the XBLA remake of Treasure's black and white shmup Ikaruga in playable demo form. Featuring the first level of the game, the demo station at Tokyo Game Show may not have shown the remake in the best light. While Ikaruga for XBLA looks spectacular in screenshots—and according to Flynn, "really sharp" on a 42" HDTV—seeing it in non-tate mode on a 22" LCD doesn't show off the game's graphical upgrades in the proper light.


As for the gameplay, it's identical as Ikaruga's appearances on the Dreamcast and Gamecube. We were limited to single player only, so there were no opportunities to try the new online co-op mode. For those who aren't familiar with how the game plays, the vertical shooter uses a black and white polarity system. Your ship and its surrounding field can be switched at any point. While in black mode, your ship is vulnerable to white bullets and beams. Inversely, in white mode, you'll take damage from black bullets and beams. However, your ship, when firing in white mode, will do more damage to black enemies and vice versa. The challenge lies in managing your color to avoid being hit, whilst managing the effectiveness of your shot.

The demo version of the game ran smoothly at 60 frames per second and looked pixel perfect on the Xbox 360. There are no complaints in the graphics department, from what I saw. Due to the typical game show cacophony there was some difficulty judging the game's sound, but Ikaruga's satisfyingly beefy explosions resonated through the din.

Ultimately, Ikaruga is a fantastic game that should appeal to almost anyone who likes shooters. The Xbox Live Arcade version simply takes the successful formula and gives it a high-def polish. Based on the TGS demo, it's going to be yet another solid hardcore-friendly shmup.

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Sun, 23 Sep 2007 11:30:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=302747&view=rss&microfeed=true
<![CDATA[ Bangai-O Spirits Hands-On Impressions ]]> bangai_o_spirits_tgs07.jpgTreasure's Nintendo DS sequel to the offbeat Dreamcast/Nintendo 64 shooter Bangai-O was available to play at a single kiosk at D3 Publisher's TGS booth. Just one Nintendo DS! It almost seems criminal. Clearly D3 underestimates the rabid demand for this fruit collecting puzzle-shooter sequel to the game that sold well into the tens of thousands. However, despite the broad appeal of shooting stuff, Bangai-O Spirits was surprisingly simple to get your hands on at Tokyo Game Show. Wrapping one's brain around the concept may take a bit more work.

The on-floor demo was very much a debug affair. Players could choose from a number of levels, customizing their weapon load out—choosing from napalm, bound shots, bat, sword and more—then have at it. In the Bangai-O fashion, bazillions of bullets fill the screen, as your tiny sprite of a mech constantly unloads on everything in sight. You'll chain destructive combos as you lay waste to every hapless sentry and mounted cannon.

Spirits felt much more like a puzzle game than its predecessor, challenging players to sort out which weapons and how they're used to reach the end of each level. One area, Level 4, in particular involved a race against gravity as a chain sequence of explosives cause impassable blocks to block your progression.

The action all takes place on the Nintendo DS's lower screen, with the top screen sadly dedicated to a crude map of the level. Graphically, there's not much to write home about, but fans of bullet and missile barrages will appreciate the massive amounts of stuff on screen.

Bangai-O Spirits looks a little rough around the edges at this point, but I expect Treasure will ultimately deliver a solid product.

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Sat, 22 Sep 2007 04:00:33 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=302236&view=rss&microfeed=true
<![CDATA[ Treasure Too Busy With Xbox Live For PlayStation Network ]]> treasure_logo.jpgClean-cut Treasure boss man Masato Maegawa talked to 1UP just before the kick off of Tokyo Game Show 07, putting a shine on details for every upcoming Treasure game. The recently announced Xbox Live Arcade Ikaruga remake, for example, is taking up too much of the developer's resources, putting a hold on the unnamed Xbox 360 shooter that's said to be in the vein of its most famous shmups, Radiant Silvergun and Ikaruga. Unfortunately for those in the PLAYSTATION 3 camp, Treasure isn't working on the PlayStation Network, devoting their resources to XBLA development.

In other news, Maegawa confirmed that the company's other newly announced title, Bangai-O Spirits for the Nintendo DS is not a straight remake of the Dreamcast/Nintendo 64 game. That game will be playable at TGS this week, so expect to read in-depth impressions, hopefully from yours truly.

More details, including a teaser on Radiant Silvergun for the 360, at the 1UP report.

Treasure Talks Ikaruga, Wii Title, and More [1UP]

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Wed, 19 Sep 2007 04:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=301242&view=rss&microfeed=true
<![CDATA[ Treasure Bringing Bangai-O To Nintendo DS ]]> The latest issue of Famitsu beats the ESP countdown clock to the punch, revealing Treasure's new Nintendo DS game. It's Bangai-O Spirits a remake of the frenetic Nintendo 64 and Dreamcast multi-directional shooter Bangai-O released in 1999. The Famitsu preview, which comes to us via 1UP, reveals that the game, due this winter in Japan, will feature wireless multiplayer and a stage editor.

The official product page is scheduled to go live today, so we'll hopefully get some direct feed screenshots soon. And while Bangai-O Spirits may get lost in the flood of damn good shooter news revealed over the past 24 hours, as a Bangai-O fan, I highly recommend you keep this one on your radar.

Treasure's Bangai-O Returns to DS [1UP]

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Wed, 12 Sep 2007 16:40:49 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=299223&view=rss&microfeed=true
<![CDATA[ Devil May Cry 4, Zack & Wiki, Harvey Birdman Box Art Blowout ]]> Capcom has put out a fresh batch of piping hot box art for us to judge, including highly anticipated games such as Devil May Cry 4, Zack & Wiki: Quest for Barbaros' Treasure and Harvey Birdman: Attorney At Law. Obviously, you can see Nero sporting his fancypants glowstick hand above, but the rest of box art fun continues after the break.

z_w_wii_pkf_090707.jpg

ps2_harvey.jpg

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Fri, 07 Sep 2007 19:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=297771&view=rss&microfeed=true
<![CDATA[ New Treasure Game For Nintendo DS Revealed Soon ]]> treasure_countdown.jpgJapan has pre-TGS countdown fever!! In more exciting Treasure news, publisher ESP (aka Entertainment Software Publishing) has revealed that a Treasure-developed game for the Nintendo DS will be revealed in just five short, agonizing days. Hence the countdown clock, one that will beat Sega's Ryu Ga Gotoku countdown to the reveal by about a day.

Treasure already has two DS games under its belt, a pair of Bleach licensed fighters published by Sega, so they know the hardware. However, this one's under the publishing wing of ESP, responsible for some of Treasure's best shmups, including Radiant Silvergun, Bangai-O and Ikaruga. What could it be? Stay tuned! We'll let you know ASAP.

Treasure X ESP Nintendo DS Project [ESP via GamerCafe]

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Fri, 07 Sep 2007 17:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=297687&view=rss&microfeed=true
<![CDATA[ Sin And Punishment Coming To Virtual Console... In Australia? ]]> sin_punishment_au.jpgWith Treasure's Nintendo 64 rail shooter Sin and Punishment: Successor of the Earth recently revealed as a release candidate for the Wii Virtual Console service in Japan, we wondered if we'd (finally) get a proper English language translation of the game. That possibility looks more and more likely as the Australian Classification Board rated the game M for "moderate violence" and "moderate themes" just a few days ago.

Good news for the Aussies, but what about those of us in North America? While the rating doesn't guarantee a release above the equator, any English language region release certainly lends more weight to a release here. I know I've got 1000 Wii Points earmarked, just in case.

SIN & PUNISHMENT: SUCCESSOR TO THE EARTH [Australian Classification Board via NeoGAF]

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Fri, 07 Sep 2007 16:40:42 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=297603&view=rss&microfeed=true
<![CDATA[ Sin And Punishment Coming To Virtual Console... In Japan ]]> The fact that Japan gets Neo Geo games on the Virtual Console service starting in September is big news. Finally, a chance to play through Magician Lord again! What's even more potentially exciting is the just announced release of Treasure's Sin and Punishment: Successor to the Earth, originally released on the Nintendo 64 in Japan and China only.

Does this mean Western gamers will finally have a chance to get their mitts on an English language release of the game? Just because something is released on the Wii Virtual Console in Japan in no way guarantees a release outside of that region.

Regardless of that logical slap in the face, we remain hopeful that this import-only holy grail shooter will show up in our Shop Channel sooner rather than never. Cross your fingers. Cross everything.

Upcoming Virtual Console Releases [Nintendo of Japan]

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Fri, 31 Aug 2007 23:59:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=295716&view=rss&microfeed=true
<![CDATA[ Zack & Wiki Accused Of Something, Acquiesces To Sensitive Types ]]>

Capcom's Zack & Wiki: Quest For Barbaros' Treasure may not feature the slaughter of hundreds of people of color by a big racist White Man, but it was on the receiving end of some Islamic ire recently. The company has removed from the game the phrase "Allahu Akbar"—meaning God is great!—at the urging of the Council on American-Islamic Relations and other interested parties. The phrase, heard in the above video just prior to a monkey tribe drinking delicious soup from skulls.

A spokesperson for CAIR wrote that it "appreciated Capcom's willingness to address Muslim concerns and applaud the company's swift and appropriate actions." Then everyone involved returned to applying soothing balms and salves to hypersensitive areas.

Islamic Phrase Removed from Capcom's Zack & Wiki [GameDaily BIZ]

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Wed, 01 Aug 2007 14:40:45 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=284974&view=rss&microfeed=true
<![CDATA[ Zack & Wiki Awesome Watch: Still Currently Awesome ]]> The E3 demo of Capcom's Zack & Wiki: Quest For Barbaros' Treasure was a much more fleshed-out affair than what was shown at Capcom's Spring Gamers Day. It also happened to be a much more awesome affair, with an expanded set of playable locations showing off the puzzle adventure game's more diverse, non-jungle environments. I played through to completion one of the game's lava filled levels, tasked with putting out a series of fires to reclaim the room's haunted treasure, a piece of Barbaros' golden armor. How awesome was it? So awesome.

There are some frustrations that one may come across, but Capcom has largely remedied that by making the game fun, the load times short, and the attempts to retrying to finish much more palatable. It took me three attempts to make my way through the level, as the game suffers from/features trial and error attempts to unravel each level's series of puzzles. Presented with a water bottle and flowing water, I hurried back to the empty fountain vessel. That was wrong, I later discovered, as a hard hat apparently holds much more liquid.

Fortunately, Capcom's dev team has decided to reward players with getting it right the first time, giving them bonus points for a job done well and done the first time. You'll probably want to play through it a second time, just to perfect your score. The trial and dying frustration from early builds has been addressed as mulligan tickets will give you an opportunity to revive the your character.

There's a kind of playful atmosphere and cartoony logic that makes Zack & Wiki so—and I'm using this not insincerely, not in some gag-worthy way—charming. I longed for the opportunity to play it again, with a group of backseat gamers to help me through the tasks. It's really quite good.

Oops. I meant awesome.

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Fri, 13 Jul 2007 20:20:47 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=278416&view=rss&microfeed=true
<![CDATA[ Mario Party 8 Is Great Success! ]]> Nice going, Wii owners. You've made Mario Party 8 the fastest selling game in the Mario Party series thanks to your purchases over the last month or so. Word from Nintendo today is that the Wii entry has sold over 550,000 copies since its debut on May 29. Nintendo's George Harrison supposedly said that ""Wii users are keeping the Mario Party going strong" which I can only assume means everyone is thrilled to death with the mini-game collection status quo and that Mario Party 9 is probably only weeks away. I hope you're happy. You jerks better buy Zack & Wiki: The Quest for Barbaros' Treasure or I'm stealing the batteries from your Wii-mote.

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Mon, 02 Jul 2007 19:40:03 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=274543&view=rss&microfeed=true
<![CDATA[ Zack & Wiki: Quest for Barbaros' Treasure ]]> Floating closer and closer to the top of my most wanted Wii games list is Capcom's unfortunately monikered Zack & Wiki: Quest for Barbaros' Treasure. The company released a handful of sort of new screens of the brutal puzzle solving adventure game, many of which look familiar, but are officially indeed new. They're mostly worth reviewing for the fact that, hey, at least Capcom is releasing something that ain't a mini-game collection. Nine technically new screens are in our gallery.

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Fri, 29 Jun 2007 16:40:24 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=273837&view=rss&microfeed=true
<![CDATA[ Capcom Announces Zack & Wiki: Quest for Barbaros' Treasure ]]> What was once known as Project Treasure Island Z is now forever stuck with the name Zack & Wiki: Quest for Barbaros' Treasure. Capcom announced today that the Wii-exclusive puzzle adventure game from Hironobu Takeshita has dropped its working title and will ship sometime this fall with a brand new awful name.

While the new name sounds like some pre-teen heartthrob vehicle aired daily on the Disney Channel, it won't get in the way of this being an awesome game. It will however ensure that I order the game online, in an attempt to avoid having to awkwardly and vocally request a copy of Zack & Wiki: Quest for Barbaros' Treasure from my local retail zombie.

You can hit the jump for the press release, but we'd appreciate some alternate titles for this killer pirate adventure in the comments.

CAPCOM ANNOUNCES ZACK & WIKI: QUEST FOR BARBAROS' TREASURE, A PUZZLING NEW ADVENTURE EXCLUSIVELY FOR THE WII

Pillaging Pirate Adventure Challenges Gamers to Play Different

SAN MATEO, Calif — March 16, 2007 — Capcom , a leading worldwide developer and publisher of video games, today announced its first original title exclusively for the Wii video game system, Zack & Wiki : Quest for Barbaros' Treasure, an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wii Remote and challenges gamers to "play different." Capcom plans to release Project Treasure Island Z (Working Title) this fall.

"Innovation has been the cornerstone of Capcom's successful history ," said Jack Symon, director, brand marketing, Capcom Entertainment. "By introducing a whole new level of interactivity, this title reinforces our commitment to pushing the limits on how people view and play games."

Legend has it that a revered pirate named Barbaros once stole the world's treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.

Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of vast riches and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform items, unlock new pathways and navigate through perilous stages based on a variety of themes including a jungle, ice temple, volcanic caves and more, each with multiple sub-areas. Players will use the Wii Remote controller in various ways - rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect key items that will lead to the legendary pirate ship.

ABOUT CAPCOM
Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices. Founded in 1983, the company has created hundreds of games, including best-selling franchises Resident Evil, Street Fighter, Mega Man and Devil May Cry. Capcom maintains operations in the U.S., U.K., Germany, Tokyo and Hong Kong, with corporate headquarters located in Osaka, Japan. More information about Capcom can be found on the company web site, www.capcom.com.

Capcom, Resident Evil, Mega Man and Devil May Cry are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries. Street Fighter is a registered trademark of Capcom U.S.A., Inc. Wii is a trademark of Nintendo. All rights reserved. All other marks are the property of their respective owners.
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Wed, 16 May 2007 16:20:55 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=261025&view=rss&microfeed=true
<![CDATA[ Treasure Working On "New Action Game" ]]> treasurelogo.jpg

Treasure, the cult-fav developer behind Ikaruga and Radiant Silvergun, is looking to start a "new action game." According to the company's site, Treasure is looking to hire a 3D CG programmer and designer. The homepage mentions there's an emphasis on originally for the new game. The company is also searching for a "motion leader," an effects designer, a character modeler, a background modeler and a scene designer. Hmm... Doesn't sound like they're making another shooter. Brandon Sheffield over at Insert Credit thinks it's a third person action game. I'm inclined to agree.

Recruiting [Treasure via Insert Credit]

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Tue, 08 May 2007 00:00:33 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=258412&view=rss&microfeed=true
<![CDATA[ Clip: Project Treasure Island Z ]]>

You may spoil for yourself some of fun in solving the game's first handful of puzzles, but for those of you who haven't already put in your pre-orders for Capcom's Project Treasure Island Z, you may have to reconsider after watching this clip.

This was, for me, the highlight of Capcom's recent Gamers Day in San Francisco. I pray for a short wait and a long adventure.

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Mon, 16 Apr 2007 18:40:56 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=252768&view=rss&microfeed=true
<![CDATA[ Gallery: Project Treasure Island Z ]]> Capcom's Project Treasure Island Z may have a horrid name, but Hironobu Takeshita's Wii game may be the most promising contender for sleeper hit of 2007. A dash of Monkey Island, with some charming Wario Ware Smooth Moves gimmickry make this puzzle adventure one to watch.

When the game's producer (and subsequent marketing) promised a game that would bring out the backseat gamer in your friends and family, they were spot on. Watching Wired's Chris Kohler play this game (and die over and over and over), I could barely keep my mouth shut. Of course, I was stuffing pork dumplings in there like gluttony was going out of style, but still.

It's the kind of game that puts the fun back in frustration, gives new life to the point and click adventure genre, and makes single Wii-mote gaming a party.

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Fri, 13 Apr 2007 22:20:29 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=252331&view=rss&microfeed=true
<![CDATA[ Feature: Capcom Spring Gamers Day ]]> By: Michael McWhertor

Capcom USA held its Spring Gamers Day in San Francisco yesterday, showing off a number of new titles and, in the Capcom tradition, copious amounts of familiar brands. Mega Man, Street Fighter, Resident Evil, and Phoenix Wright were all there and in mostly playable form. Capcom staffers and producers from Osaka were in attendance, including Devil May Cry producer Hiroyuki Kobayashi and Lost Planet director Keiji Inafune.

While there were virtually no "megaton" announcements to sate the unrealistic expectations of message baord posters in the form of Street Fighter 4, Dead Rising 2 or a new Bionic Commando, there were a few surprises.

Two of the previously unannounced games that were shown (one playable, one not) were... deep breath, Super Puzzle Fighter II Turbo HD Remix and Super Street Fighter II Turbo HD Remix.

Following the massive success of last year's Street Fighter II: Hyper Fighting for Xbox Live Arcade, the suits at Capcom's eyes saw the potential for profit. This year, they'll rake in dollars, yen, euros and zenny, with the two HD remakes of their classic arcade fighters, plus two more titles, the board game Talisman and top-down action shooter Rocketmen: Axis of Evil.

Capcom's HD Remixes will both feature new artwork courtesy of Street Fighter comic book art collective Udon Entertainment, 1080p resolution and, of course, network play. New artwork? Yes. While Puzzle Fighter HD will feature only new backgrounds drawn by the artists at Udon and 3D gem effects, Street Fighter HD will ship with new sprites completely redrawn for HD resolutions. Only concepts were shown, but it seems like a massive undertaking and I look forward to first screens.

PLAYSTATION 3 and PC owners won't be shut out, however, as Capcom is going multi-platform with their "digital initiative", bringing most games out for all platforms.

Sadly, though, there was no mention of any of these titles coming to the Wii. The good news for the Nintendo faithful, however, is that a number of great looking games are coming, including the most interesting new title at the show Project Treasure Island Z. (It's a working title, so I'll just refer to it as Treasure Island Z.)

pwaatt_logo.jpg

Capcom had a playable build of Treasure Island Z, as well as Resident Evil: Umbrella Chronicles, and Resident Evil 4 Wii Edition for Nintendo's white waggle box. On the Nintendo DS side, Phoenix Wright Ace Attorney: Trials and Tribulations was officially announced, as were Mega Man ZX Advent and Mega Man Star Force. Mega Man Star Force will take the Mega Man Battle Network series into 3D, as well as taking milking to the next dimension with three separate editions, Leo, Pegasus and Dragon.

motogp_logo.jpg

On the new IP front, Capcom announced that they've acquired two new licenses, Harvey Birdman: Attorney At Law and MotoGP. The former is well known to Adult Swim viewers and is scheduled to appear on the PSP and PlayStation 2.

As for the MotoGP IP, previously published by THQ and Namco, it has been secured until 2012 and will first appear on the PlayStation 2 this fall. Apparently, MotoGP is one of the biggest sports in the world and might actually be preferred to stuff like the very popular "sliced bread" and "bees knees", but the announcement didn't seem to generate too much buzz with the jaded videogame press.

So what wasn't putting the crowd of pasty gamers into a PowerPoint coma at the event? Read on and you'll be treated to a smattering of half-drunk impressions.

treasure_island_z.jpg

Treasure Island Z (Wii)
Probably the most enjoyable game at the show... that I'm allowed to write about. Producer Hironobu Takeshita not only enthusiastically demonstrated the Wii-remote control scheme for his game, he nailed the group solve element he talked about during his presentation. Treasure Island Z lets players take control of the pirate Zack who, aided by his golden flying monkey Wiki, is tasked with solving puzzles to become the greatest pirate in the world. Forget raping, plundering and pillaging, point and click adventuring is where the pirate action is.

So, about that group solve element. Treasure Island Z is a Skittles-colored, cel-shaded level based game. To root out each level's treasure and progress, you'll need to figure out what tools you need to perform certain tasks. You'll also need to figure out how to use the Wii-remote to get that done. Figuring out how to get things done will lead to plenty of backseat gaming, with group think being a big contributor. It's like a single player party game.

For example, you'll find a crank in the game, with one end bearing a triangular head, the other with a Phillips head. When holding the crank, you'll need to "flip" the remote in your hand to switch ends. You'll also need to perform scooping gestures, turn it like a key, and play it like a flute.

In addition to all this puzzle solving, the game sports a neat mechanic. Swinging the remote back and forth turns your partner Wiki into a bell. What's great about that bell is that when it rings, the game's enemies will transform from living thing into a helpful tool. Centipedes become saws. Snakes become wrenches.

On the down side, there is a ton of trial and error gameplay which can lead to frustration when playing. Regardless of this small issue, it was one of the more refreshing titles of the show.

re4_wii_cgd.jpg

Resident Evil 4 Wii Edition (Wii)
If you've played Resident Evil 4 for the Gamecube or PlayStation 2, you won't notice much different here. The game plays just like its counterparts, but now uses nunchuk and Wii remote control. Leon's laser sight is gone, replaced with a constant Wii remote reticle. The game's producer Masachika Kawata spoke on Resident Evil 4 WE's "search knife system" indicating that using it may make the game "too easy" but when using the Wii-remote to flick my knife at the game's zombie-like villagers, I didn't agree.

While Resident Evil 4 Wii Edition will obviously get a chance to shine at retail again, players who have run through the game once or twice may have a hard time justifying a second (or third) purchase based solely on the game's new control scheme.

re_uc.jpg

Resident Evil Umbrella Chronicles (Wii)
When Kawata showed the first person shooter Resident Evil Umbrella Chronicles on Broadway Studios' massive screen, the feeling of panic from Sega's The House of the Dead was fondly remembered. This mostly on-rails shooter with story elements doesn't quite play as well as Sega's arcade lightgun game at this point, however, and will probably leave a bitter Resident Evil Gun Survivor taste in many gamers mouths.

The game is still very early—only at about 30% according to Kawata—but the energy just wasn't there. The producer's attempts to focus on the "point, shoot, aim" gameplay, resulting in what he described as a "more direct style of horror than you can get in third person" haven't quite gelled yet. I found the shooting overly repetitive and dull, but found a few interesting moments of gameplay. For instance, taking on the giant snake from Resident Evil 1, players have an opportunity to get to higher ground during limited time windows, adding quick shooting and strategy to the constant gunfire.

super_puzzle_fighter_hd.jpg

Super Puzzle Fighter II Turbo HD Remix (PC, PS3, Xbox 360)
I played a couple rounds with one of the Capcom staffers on hand who had worked with Super Puzzle Fighter II Turbo on the Capcom Puzzle World collection. He went easy on me for the first game, letting me win, but showed his true skills (hampered with a malfunctioning Xbox 360 d-pad) for the next match and kicked my ass. Brandon "The Enemy" Sheffield from Insert Credit then mopped up the floor with me one round later.

The Xbox 360 version showed off the new backgrounds and graphical effects, but as I mentioned earlier, the upscaled sprites were from the original arcade release, making for a slightly blurry presentation. The game plays just like the arcade version, but features some balancing tweaks for a more level playing field.

lost_planet_pc.jpg

Unfortunately, I had limited time with the games on the floor, meaning Rocketmen: Axis of Evil (a 3D shooter with inevitable comparisons to Robotron in its future), Lost Planet (like the Xbox 360 version but slightly prettier) and Monster Hunter 2 Freedom (it's like work!) would have to wait. I did, however, spend time with another Capcom title, one that you'll have to wait until May 1 to read about. Don't get too excited, though, as this PS3, Xbox 360 and PC game has already been announced.

We'll have tons of new screens and videos for you in just a flash.

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Fri, 13 Apr 2007 19:00:59 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=252221&view=rss&microfeed=true
<![CDATA[ DS Game to Use Magnetic Fields ]]>

Insert Credit is scaring the bejeebers out of me.

They report that a new brand of toys in Japan called Treasure Gaust will be heading to the DS. The game uses natural magnetic fields, much like Barcode Battler used retail barcodes, to create monster for virtual fighting.

The game, which one would hope will hit the states one day, sounds like a blend of Pokemon and Boktai with a touch of
Wicca thrown in for good measure. I'm sure that's not going to bother any of those anti-gamer types at all.

Treasure Gaust DS [Insert Credit]

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Fri, 16 Feb 2007 14:00:16 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=237383&view=rss&microfeed=true
<![CDATA[ Treasure Artist Gets Collection ]]> NOT FINAL ART IN CASE YOU MISSED THATThe fine folks at DrMaster Publications tipped us today to help in informing the internet that the collected works of famed Treasure designer Yasushi Suzuki will be coming stateside this May.

Suzuki is credited with character and object design duties on a number of Treasure's beloved hardcore-aimed games, including Sin & Punishment for the Nintendo 64, Ikaruga for Dreamcast and Radiant Silvergun for the Sega Saturn.

According to the DrMaster, the book will also include a number of interviews from outlets like IGN and Insert Credit, as well as a forward from Play Magazine editor in chief Dave Halverson. No price was disclosed, but we'll let you know when we know.

The Art Book of Yasushi Suzuki [DrMaster Publications]

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Wed, 14 Feb 2007 15:40:38 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=236729&view=rss&microfeed=true
<![CDATA[ Treasure Loves The 360, Radiant Silvergun 3 Nixed ]]> TREASURE1UP's Sam Kennedy talked to Treasure president Masato Maegawa about his company's upcoming plans, including the oft-rumored Radiant Silvergun/Ikaruga sequel.

Maegawa says that while the same team and director of Ikaruga are working on a top-down shooter for the Xbox 360, that "I would have to say that this game is totally different."

So why would the developer of hardcore shooters and uniquely Japanese action titles focus on the Xbox 360, which has a meager install base in its home country? Simple, really, the Treasure development staff just find it easier to developer software on Microsoft's console.

And the Wii? "...Absolutely, in the future, we'll make a Wii game. We've already been in discussions with Nintendo about it." Yay! Check out the full interview, loaded with frank, refreshing responses, at 1UP.

Treasure Talks 360, Wii, and PS3 [1UP]

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Fri, 05 Jan 2007 16:40:15 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=226515&view=rss&microfeed=true
<![CDATA[ Radiant Silvergun 3 For 360? Nights For Wii? ]]> We dutifully passed on word in September that Project RS3 (for Radiant Silvergun 3, in which Project RS2 became Dreamcast shooter Ikaruga) was headed to the Xbox 360. Well, we passed on an assumption from Play that Treasure's "original shooting game" was rumored to be a trilogy-ending vertical shooter in the vein of Radiant Silvergun and Ikaruga, but so far we've seen nothing concrete from Treasure or Microsoft. The only thing we know Treasure is officially working on is a sequel to their Nintendo DS fighter Bleach.

Still, hope survives in the form of a release list from G-Rev—who just happen to have nothing to do with shmup developers G.rev, who, also unrelated, are responsible for Xbox 360 wet dream shooter-fighter Senko no Ronde as well as Dreamcast faves Border Down and Under Defeat.

The list, linked from the dark and lovely Brandon of Insert Credit and currently roaming the internet, also features another to-good-to-be-true title, NiGHTS for the Nintendo Wii.

But what do we have to go on with NiGHTS for the Wii? Pretty much nil. Sega has done virtually nothing with the franchise since its debut in 1996, but that hasn't stopped every Sonic Team and Yuji Naka hyperfan from putting a sequel or remake on his or her fantasy list alongside every new console release.

Is this just an internet rumor running wild, ultimately showing up on G-rev's exhaustive console listing? That's my guess. With Sega focusing on older IP like Alien Syndrome and After Burner, however, we'll rule nothing out.

I honestly hope this is true and that someone will have the good sense or financial recklessness to release a top-down shooter in the West, but I'm not holding my breath. As for NiGHTS Into Dreams for the Wii? I'm not going to set myself up for disappointment. I'm assuming this, like Shenmue III, will never see the light of day.

Pray that I'm wrong!

360 Ikaruga Sequel In The Works? [Kotaku]

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Tue, 02 Jan 2007 16:40:17 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=225533&view=rss&microfeed=true
<![CDATA[ Things To Do In The Underworld When You're a Dead Samurai ]]>

Treasure, the folks behind Radiant Silvergun and Ikaruga, aren't just known for intense shumps, but beautiful, intense shumps. It should be no surprise Treasure conceptual designer Yasushi Suzuki is now working on a manga called Purgatory Kabuki. The art is in the ukiyo-e woodblock style. The manga is getting a big push towards the gaming crowd as it'll be previewed in mag Play for five issues and two sixty-page chunks will be released on GameSpy.

Here's a blurb from the press release:

Purgatory Kabuki is a samurai action story set in the underworld or afterlife. For reasons unknown, former samurai Imanoturugi is obsessed with leaving the afterlife. To die in battle is a samurai's greatest honor. Yet, now Imanoturugi must claim 1000 swords from fallen warriors who now share residence in the dark underworld. By these and these means alone, this highly skilled blades will be allowed admittance back into the living world.

Where he shall find a dense and polluted urban sprawl dotted with convenience stores, fast food restaurants and pachinko parlors. Hey, samurai dude, the underworld can't be that bad!

Treasure Dude Makes U.S. Manga [Insert Credit]

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Mon, 23 Oct 2006 07:22:04 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=209328&view=rss&microfeed=true
<![CDATA[ 360 Ikaruga Sequel In The Works? ]]>

Exciting news, Ikaruga fans... rumor has it that Treasure is working on a grand finale to the Radiant Silvergun trilogy, rounding it all off on the 360.

The extent of the rumor? According to Play Magaine:

Treasure dropped a bomb in the form of an "original shooting game" announcement...and that can mean only one thing: RS3. Always planned as a trilogy, the Radiant Silvergun/Ikaruga (known in preproduction as "RS2") series will receive it's final installment on Xbox 360. Watch this space for more information.

That's a hell of a lot of "if" in there, buddy. Nevertheless, Racketboy and his readers remain convinced, noting: "It was written by maybe the most respected game mag writer ever (who now lives in Japan), so you can be sure of it's accuracy."

Wow, some random dude in Japan speculates that maybe, it just might be true, based upon no evidence whatsoever? That's the litmus test for veracity, right there. Sorry, Ash — if I'd known all that, I never would have talked you out of that "PS3 Slower Than PS2?!?!?" post you wanted to do.

Still, it does seem likely Treasure might opt to do a sequel to a couple of their all-time class SHMUPS, while they're slated to do one for the 360 anyway. Keep your fingers crossed.

Radiant Silvergun / Ikaruga Sequel Upcoming? [Racketboy]

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Tue, 19 Sep 2006 07:59:35 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=201580&view=rss&microfeed=true
<![CDATA[ Ikaruga, The Flash Shooter ]]>

Some are delightful, but face it, the vast majority of flash games are "meh." But this one is different, this one is Ikaruga! As far as shmups go, there's Ikaruga and then there's everything else. Japanese game developer Treasure released this classic shooter back in 2001 on the Dreamcast and then the GameCube. Reader Galen sent along this neat, little flash Ikaruga that features the game's first boss. Might want to turn the quality down as otherwise the game runs slower than molasses.

Play Here [Cool Flash Games] Thanks, Galen!

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Tue, 22 Aug 2006 12:23:30 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=195426&view=rss&microfeed=true