<![CDATA[Kotaku: treasure]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: treasure]]> http://kotaku.com/tag/treasure http://kotaku.com/tag/treasure <![CDATA[It's A Good Week To Buy Ikaruga]]> If you've been avoiding spending 800 Microsoft points in order to let Treasure's beloved shoot-em up Ikaruga kill you repeatedly, then perhaps the Xbox Live Deal of the Week is for you.

Black and white has never been quite as complicated as it is in Ikaruga, the shooter that adds an interesting polarity mechanic to standard gameplay, with black and white bullets only affecting white and black ships respectively. The Dreamcast and Gamecube shooter got a lovely Xbox Live Arcade port last year, and now that port is available to Xbox Live Gold members for half off this week. 400 Microsoft points, or $5 in real money, is a ridiculously low price to pay for the hours of sweet frustration Ikaruga supplies.

Deal of the Week: Ikaruga [Major Nelson]

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<![CDATA[Gunstar Heroes Micro-Review: The Perfect Shot]]> The recent re-release of Gunstar Heroes on Xbox Live Arcade and the PlayStation Network isn't the first port of the game we've seen over the past 16 years. But could it be one of the best?

Part of Sega's Vintage Collection, Gunstar Heroes is a port of Treasure's classic 1993 shooter, which is still revered as one of the finest games to ever grace the Genesis/Mega Drive.

So, as far as ports go, how does it hold up in 2009?

LOVED
If It Ain't Broke: As far as side-scrolling shooters go, Gunstar Heroes is almost perfect. So Sega were smart to leave the game well enough alone, the only changes being some new display options (the adjustment ones welcome, the graphics filter less so) and, in a welcome move, the addition of online co-op.

Analogue-Friendly: Some retro games – like Bionic Commando: Rearmed – were woeful on 360 thanks to its terrible d-pad. Gunstar Heroes, you'll be happy to know, doesn't suffer from this, as control via the analogue stick is smooth and responsive.

HATED
Premature Evacuation: It's a little unfair to knock a fault with the original game when reviewing a port, but I'm going to vent anyways: Gunstar Heroes' biggest problem is that it's too damn short. The customisable weaponry and co-op adds a bit of replay value to the game, but with only a few levels on offer, you'll be done just as you were getting into the swing of things.

Gunstar Heroes was my favourite game on the Mega Drive. And, thanks to this slick and (mostly) faithful port, it's now one of my favourite downloadable games this generation. The best part: it's cheap, cheaper even than the recent Virtual Console port that didn't include as many features. Treasure fans – or anyone looking to kill a few hours with some mindless, vintage carnage – should definitely look into it.

Gunstar Heroes was developed by Treasure, and originally released in 1993. Reviewed version published by Sega, and released on June 10 (XBLA) and June 11 (PSN). Retails for 400 MS Points on Xbox 360, $5 on PlayStation Store. Played Xbox 360 version to completion, tested online co-op.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Sin And Punishment 2 Hands-On: Up, Down, Up, Down, Shoot, Shoot, Shoot]]> Nintendo's best evidence that its E3 2009 showing was all "about the games" were the four kiosks dedicated to Sin And Punishment 2. Treasure's sequel to the Nintendo 64 shooter was given prominent attention at the front of Nintendo's booth.

A sequel to a Nintendo 64 game that wasn't offered stateside until the Virtual Console release of the original Sin And Punishment getting that much attention is a good thing. Because Sin And Punishment 2 feels right on the Wii. The on-rails shooter makes excellent use of the Wii Remote's pointer to queue up shots. Press B to fire your weapon, A to lock onto targets and charge up more powerful shots. Players familiar with on-rails shooters like Sega's Panzer Dragoon and Rez will likely be familiar with how Sin And Punishment 2's firing system works.

The only downside to the Wii Remote control implementation was for performing melee attacks, which must be done with a quick tap of the B button—a little harder to do, given the way one holds the Wii Remote.

On the Nunchuk side, players can use the C button to jump, double tapping C to hover. Z dodges. It's all pretty straightforward stuff. Fire and forget.

But the beauty of it all comes in with Treasure's multiplier system. That and the fact that Sin And Punishment 2 swarms you with enemies, filling the screen with things to queue up and destroy, dozens of bullets to dodge.

During our hands-on demo, we battled through a few of Sin And Punishment 2's "Commanders," one a massive heli-ship that spawned dozens of heavily armored soldiers. The other was a giant bird dubbed the Cock Keeper, which was supported by scores of seemingly indestructible enemies barrel-rolling towards us. In between these fights, our character hoverboarded through a futuristic city, the screen packed with flying creatures and mounted cannons. The action was intense, but nowhere near as challenging as some of Treasure's other shooters.

And like some of Treasure's other action oriented games, the depth of Sin And Punishment 2 may not fully illustrate itself until played more thoroughly. What we did glean from our E3 hands-on demo was that the game will most definitely appeal to fans of the original, with a clean, understated presentation that's unlike Nintendo's other published offerings.

The game won't be out until Q1 of 2010, so expect plenty of time to get acquainted with the title at upcoming events. For now, screen shots!

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<![CDATA[Microsoft Wants Radiant Silvergun For XBLA]]> In an interview with Gamasutra, Treasure CEO Masato Maegawa reveals that Microsoft has requested the classic Saturn shoot-em Radiant Silvergun for Xbox Live Arcade, but Treasure has yet to say yes.

Radiant Silvergun is a classic shooter that's developed a cult following despite the fact that it never saw release here in the states. In fact, it was the first game I ever imported, opening up a whole new expensive way for me to burn through my paycheck. It's no wonder Microsoft wants it. Getting it, however, is another story.

"Microsoft actually asked us if we could put it out," he says. "We're thinking about it, certainly, but it's not as simple as just saying 'OK, let's put it up.' I mean, sure, with Ikaruga, we released it as-is without having to do or add a great deal to the game, and it was popular and well accepted for what it was. But if you play Radiant Silvergun nowadays, it's certainly aged in assorted ways, and I'm not sure they're all good,"

Basically, Treasure would love to see the game get back into the hands of the players, but isn't sure that XBLA is the place to do it.

"I think we'd definitely like to see it out there. But the situation around that game is a bit different from Ikaruga, so I don't know if we'd see it on [Xbox Live]."

Could this herald a possible remake of the beloved title? Inquiring minds want to know. I want to know.

Hit up the link below for more, and be sure to check out Gama's full interview with Maegawa for more juicy Treasure info.

Treasure's Maegawa: Microsoft Asked For Radiant Silvergun On XBLA [Gamasutra]

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<![CDATA[Tough Video Games and Why They're Played]]> In a brief look at Mega Man 9, the Wall Street Journal's Jamin Brophy-Warren notes that the game's deliberate flicker and slowdown were added in for reasons other than the retro-feel. They make the game more demanding.

"Why make a game so hard that only the most skilled and determined players can complete it?" asks Brophy-Warren, who then proves the appeal of just such a game. "What makes games such as Bangai-O [Spirits] appealing is that glimmer of joy a player gets from even the smallest achievements. (I only squeaked through the tutorial for Bangai-O, so even mastering the accuracy aspect of the game was an accomplishment for me.)"

The writer talks to Treasure, which developed Bangai-O Spirits, and Capcom's Hironobu Takeshita, and also Jesper Juul, a video game researcher at MIT. ""It's about the feeling of inadequacy," he says. "You get stuck somewhere and feel stupid." That can lead to a sense of triumph if one does eventually succeed."

Hard to Handle [The Wall Street Journal]

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<![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!]]]>
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<![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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<![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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<![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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<![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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<![CDATA[Ikaruga For Xbox Live Arcade Finally Dated]]> The 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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<![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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<![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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<![CDATA[Bangai-O Spirits Coming Stateside]]> A 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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<![CDATA[Bangai-O DS Hits Japan On March 19]]> 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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<![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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<![CDATA[More Treasure Coming To Wii Virtual Console]]> The 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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<![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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<![CDATA[Bangai-O Spirits Hands-On Impressions]]> Treasure'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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<![CDATA[Treasure Too Busy With Xbox Live For PlayStation Network]]> Clean-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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