


Marvel at the amazingly complex 3D
backgrounds.. this maze-like stage
closely echoes the original game.


First boss is this giant mech..
luckily he's
easier to defeat than he looks. Just align
with his bullet colour to absorb his
firepower and keep blasting away.

Ikaruga's control system is simple but
allows
for some remarkable depth in its gamplay.

Spinny boss! Note the alternating
dark and
red bullet streams here.. meaning you
need to switch between alternate shield
colours to survive.


One of the first of the really nasty
bosses,
a huge bio-organic beast. Its weak point
(light blue) is guarded by that red shield
which is blocking my firepower.. argh!

It's official - we are getting a
version on Dreamcast :)
Links: IKARUGA ARCADE FLYER 1/2
Dreamcast Release
Official
Treasure announcemet! |
With the surprise
announcement that Treasure's arcade blaster
'Ikaruga' is definitely in the pipeline for a
September 2002 release on Dreamcast, your DAM
editor reports on the much-anticipated sequel to
the legendary 'Radiant Silvergun', after being one of
the lucky few to actually get his grubby mitts on
the arcade version....
ECLECTIC
Ikaruga is an
arcade shooting game released by Treasure
in Japan and Asia in 2001. The company is rightly
famed for its innovative console back-catalogue
but Ikaruga is only the second Treasure arcade
release (the first being the original Radiant
Silvergun in 1997). It runs on Sega's NAOMI/GD-Rom
Arcade System, the platform for a number of
recent arcade classics including Powerstone 2,
Airline Pilots, Crazy Taxi and House of the Dead
2, and as such a Dreamcast port was always going
to be a feasibility. I've been a long term
admirer of Japanese developer Treasure's output.
An eclectic but highly individual style to its
games (varied and often very original concepts
produced with meticulous craftsmanship and
attention to detail) make Treasure one of the
most creative and respected of the Japanese games
houses.
Back in the 16-bit days two of my favourite
console titles were the maddeningly playable 'Gunstar
Heroes' and the graphical tour-de-force
'Alien Soldier' both of which
appeared on the Sega Megadrive. Moving onto Sega
Saturn we'd seen scrolling beatemup 'Guardian
Heroes', mad but very innovative
platform blaster 'Silhouette Mirage',
and of course the Ikaruga-prequel 'Radiant
Silvergun', voted by many as the 'Best
Shootemup of All Time'. More recently
we'd been privy to graphically excellent
'on-rails' 3D shooter 'Sin and Punishment'
on Nintendo 64 and the highly underrated 2D
'mech' shootemup 'BangaiOh' on
Dreamcast. But given the unfortunate and untimely
commercial death of Sega's NAOMI-friendly console
it seemed unlikely Ikaruga would ever see the
light of day on a home system, especially seeing
that a port of the Sega-hardware based arcade
game to the Playstation 2 or other seemed much
more unlikely. I'd been wanting to get a peek at
this game since it was announced, so the
disappointment was high. Because the perceived
popularity of 'old-school' shootemups in the West
is virtually zero the arcade game was unlikely to
ever appear at any arcades outside of Japan and
Asia.
However with this week's surprise
announcement all that has changed. We WILL be
getting Ikaruga on Dreamcast after all. Treasure
finally answered the prayers of many fans who had
been petitioning hard via the internet for over a
year to get the game a home release. Bravo
Treasure and roll on September 5th!
PROJECT
RS2
However rewind back to April 2002. Your friendly
DAM Editor (yours truly) is on holiday in
Singapore. He wanders into an amusement arcade
and spots a rather attractive-looking shooting
game, vaguely trying to make it out amid the
crowd who have gathered to watch the oncreen
antics of the two players at the controls. He
gets closer. The game's running on a large
29" generic Sega cabinet but the flyer is in
Japanese. It looks amazing. Those ships look a
little familiar. Hey, those explosions are waaayy
cool. The lighting effects are incredible. It
uses a mixture of parallax scrolling and what
appear to have be 2D bitmaps and throws them
around at an impressive rate. The backdrop zooms,
rotates and swirls all over the shop. The game
ends. A line of white text on an otherwise empty
black screen appears. It reads 'PROJECT
RS2'. And undeneath in smaller
letters.. 'Copyright Treasure 2001'.
Needless to say, a large percentage of the money
in my pocket got changed pretty sharpish into
arcade tokens. The game I'd stumbled across was,
of course, Ikaruga.
FEAST
The most striking aspect of the game on initial
play are the stunning visuals, arguably the most
beautiful to appear in a NAOMI system arcade game
to date. The visual pyrotechnics and sheer
on-screen artistry on display are a feast for the
eyeballs, from the wonderful use of colour and
shading in the sci-fi style backgrounds,
positively brimming with detail and graphical
trickery, such as subtle use transparency and
parallax, to the craft design and awe-inspiringly
realistic explosion effects. The
incredibly vibrant lighting effects, as mentioned
previously, really have to be seen to be
believed. In contrast to the original which was
designed for a horizontal monitor, Ikaruga is a vertical
screen game, which I have to say that
for me is a welcome development, as this format
seems more suited to lending the visuals a
grander sense of scale. As you start the game you
are treated to an impressive, graphically-updated
version of the original Radiant Silvergun intro.
Your craft blasts off into a crimson cloud-filled
sky (complete with groovy lens flare effects)
leaving mother earth far behind, the screen
swirls and rotates, a distant planet surface can
be seen disappearing into the background and dozens
of enemy ships hove into view.
BLUE AND RED
Many will be interested in how the gameplay
compares with the original Radiant Silvergun. It
may come as a surprise to reveal that the game is
radically different in this respect. Gone is the
intricate array of weapon types mapped to 6
different buttons as seen in the first game, to
be replaced with a much more streamlined
2-button system. There are now only two
offensive weapons, with just one stock type of laser
and a secondary 'lock-on' Special Attack
(ie smart bomb) for emergencies (activated by
pressing both buttons simultaneously). The
ability to use the latter isn't present from the
start but has to be earned by charging up an attack
guage. This is done by shooting three or
more of a certain colour enemy in a row, similar
to the 'Combo' system seen in
the original game. Lastly there's an all new
feature: a colour-coded shield system.
By use of the second button the player's ship can
switch on the fly between two
different forms corresponding to the two colours
of shield he wishes to use: Light (Blue)
and Dark (Red). The Dark form
can absorb dark coloured enemy bullets while the
Light form can absorb light-coloured enemy
bullets. However when alligned to a certain
shield colour you are still vulnerable to
projectiles of the opposite hue. Most enemies are
also colour-coded to Light or Dark alignments and
the players shield can absorb collisions with the
right colour enemies in a similar fashion, very
useful in taking out large onscreen build-ups of
enemy craft. In addition the players laser weapon
is more effective when alligned to the opposite
colour of any particular enemy he is shooting.
The 2-button system here might sound like a
relative step back in terms of complexity (at
least in terms of weapon variety) compared to the
original Radiant Silvergun but in practice in
works beautifully, the shield system
transplanting a fascinating 'puzzle-game'
feel into Ikaruga's otherwise purely
reaction-based shooter content. Again Treasure
have taken a simple but very original idea and
implemented it flawlessly in such a way that it
adds highly to the interest of the game, and even
though a very different system to that seen in
the original Silvergun game I have to say I like
it a lot. Whereas the original Radiant Silvergun
was all about discovering which of the six weapon
types was most effective against various bosses
or stages (ie the player's offensive
attributes) Ikaruga is more about defensive
attributes.
SWATHES
This basic idea of dual shield types is explored
very well in the design of the games stages, with
the player needing to think strategically and
logically to progress, and not just bash
indiscriminately on the fire button. Various
areas of the game switch between large
populations of either Light or Dark enemy forms
and bullet patterns and the player needs to be
aware of shield colour and switch quickly between
them at will. Bullets literally pepper
the screen in swathes of either colour, usually
at awkward moments when you are straining to
avoid collisions with the frequently maze-like
backgrounds, so you have to think quickly about
which shield alignment is most advantageous for
survival at any given point in the game and act
on this to absorb a certain colour enemy
firepower which is far too dense to avoid
manually. Bosses can have body parts aligned to
either colour and pepper the screen in both Light
and Dark bullets, however the patterns
of these bullet formations are always designed so
as to benefit the player using certain opposing
shield colours in specific sequences, and herein
lies the biggest interest of the gameplay, as the
player tries to work these sequences out. It's
all very fascinating and maddeningly addictive
and it's like nothing else I've seen in an arcade
shooter. And as an added twist, later in the game
you'll find yourself pitted against enemies and
bosses who have the ability to use their own
colour coded shields! Combine this
factor with the need to counter enemy firepower and
blast the bad guys and the depth and strategy of
the game starts to become apparent.
CURVE
However Ikaruga is certainly not an easy game to
master, and the learning curve
is high. Progression is inescapably linked with
learning the stages and boss attack patterns as
in the original game, and working out the best
shield strategies to best them.
I only saw a small percentage of the game (even
after spending a small fortune at the arcade) but
this could mean it's very well suited to a home
release where the player is free of the financial
burden of simply having to stick large piles of
cash in the game, but admittedly some could find
it a rather frustrating experience. Like most
games though with such a learning commitment it
just takes a certain amount of practice and for
those prepared to stick with it will be justly
rewarded as they progress further and master each
situation thrown at them.
Ikaruga is everything you could
want in a 21st century shootemup. It has depth,
immaculate artwork and design and most
importantly very compulsive and addictive
gameplay. You want to see what surprises and
incredibly impressive bosses the next stage will
throw at you and there are plenty of hidden
bonuses and secret stuff to uncover (like the
secret 'dog bonuses' in the
first game). Whether Treasure will be adding
extra features for the home conversion as it did
for the Sega Saturn release of Radiant Silvergun
is at this stage unsure but even it makes the
conversion to Dreamcast intact in its current
arcade form I shall be a very happy man. :)
Score
out of Five:
    
Mike B
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