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Games The Way They Want: Catching Up With Treasure
 
 
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Features
  Games The Way They Want: Catching Up With Treasure
by Tim Rogers, Brandon Sheffield
12 comments
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January 5, 2009 Article Start Page 1 of 5 Next
 

Treasure has long forged a defiantly idiosyncratic path over the course of its nearly 17-year history.

Founded in 1992, the company immediately began working on the action games which would become its signature -- beginning with emblematically side-scrolling shooter Gunstar Heroes, which was released in 1993 for Sega's Genesis/Mega Drive platform.

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Over the years, Treasure has balanced creating its own gameplay-intensive titles, such as Ikaruga, with carefully working with established series -- as was the case with the Nintendo-published Wario World for Gamecube -- and licensed properties, such as fighting games based on the popular manga and anime series Bleach, again with Sega.

Most recently, the company has revisited its Bangai-O series with a new installment on the Nintendo DS, Bangai-O Spirits. Originally released to the Nintendo 64 in Japan only and followed up on Sega's Dreamcast, the series features massive stages of shooting and fighting action.

This time around, an innovative level design tool and sharing mechanism, which allows users to record audio from the Nintendo DS and post it online to trade levels -- led to an interesting promotion in which professional designers from studios such as Infinity Ward and Foundation 9 created in-game levels.

This article talks to CEO Masato Maegawa about the inspiration for the Bangai-O remake and its new features, discusses the titles the company has released throughout its history, and raises questions about where things can go from here -- presenting a comprehensive Treasure overview as we head into a new year.

With Bangai-O Spirits, where did the idea for the Sound Load level trading come from?

Masato Maegawa: Well, basically, back during the 8-bit generation of computers, people saved their data on cassette tapes, recording audio pulses that represented 0 and 1.

We realized that you could still do the same thing today if you wanted, trading MP3s with each other. Of course, that probably shows how long I've been involved with the computer industry (laughs) -- but really, it's not a new idea at all.

Once we got into the PSP era, developers got a lot more freedom to have downloadable content and patches and so forth, but there's really no easy way to connect a DS to a PC. As we tried to find a way around this, we came up with the Sound Load solution.

I should add that now that the DSi has been released, that situation might wind up changing. Of course, what we have right now is pretty good! In terms of exchanging data, Sound Load is probably the best solution available at present.

What makes you say it's the best solution?

MM: Well, I don't how know it is overseas, but I mean that in Japan, you have people opening up websites devoted to the game where you can freely download and exchange data between other users. That's what I mean. Putting things up on YouTube, and so forth.

Basically, Nintendo tends to set up their online structure with safety and security as the number-one priority and freedom as the second item on the list. You can't connect your DS to the internet and just do anything you want to with it.

You would need to exchange friend codes before trading stages if you were doing it [via Wi-Fi], but doing it this way lets gamers exchange data without any of that, without getting Nintendo involved. (laughs)

And I'm not saying that Nintendo's strategy is the wrong one, but asking gamers to get friend codes from people they've never met or talked to before is enough to make any of them a little hesitant about online. It's not as fun, either, if you're only able to share levels with your personal friends.

It's sort of like how they used to sell records where the last track would be a data track, and you could read that into your ZX Spectrum and play a game or something.

MM: Were you guys around for that era?

We read about it on Wikipedia.

MM: (laughs) You're still pretty young!

 
Article Start Page 1 of 5 Next
 
Comments

Joseph A
5 Jan 2009 at 9:33 am PST
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RS would be killer on XBLA. I remember a friend trying to snipe an ebay auction for a RS guidebook - it went from 40 dollars to 200 in about 3 seconds.

simon parkin
5 Jan 2009 at 9:44 am PST
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Awesome interview.

Roberto Alfonso
5 Jan 2009 at 10:16 am PST
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Bangai-O for DS was incredible, it was in my personal list of best games of 2008. Curiously, I find it the best Robotech-like game ever made. Being able to attack with so many missiles at the same time (or being hunted by them!) makes the game fun to incredible levels. Even the slowing down matches the game spirit!

Excellent interview!

Tom Newman
5 Jan 2009 at 11:00 am PST
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Great interview!
If the people at treasure are reading this - MORE XBLA AND PSN titles! These are not that much more difficult to program than DS games, and there are many hardcore adult gamers that would download any title based on Treasure's reputation alone, and many of these (including myself) don't really play DS. I do have a DS, but I'd rather sit on my couch in front of my TV.

Mac Senour
5 Jan 2009 at 5:18 pm PST
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I was the producer at SEGA that picked up GunStar Heroes when all of the other producers had turned it down. I played it for 5 minutes and knew it would be Game of the Year. It was bold, it was different and unlike all of the other SEGA titles released at that time it had small characters and a ton of action.

I am proud of my association with this title. Treasure is a great developer with a wonderful eye for game design.

As a testament as to how great GunStar Heroes is, look for it on eBay. Its selling usually above $25, 17 years after its release date. Around 1995-97 it was selling for double the original price.

Roberto Alfonso
5 Jan 2009 at 6:01 pm PST
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Thanks Mac for gifting us the opportunity of playing GunStar Heroes :-)

Hélder Gomes Filho
6 Jan 2009 at 8:28 am PST
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I would LOVE to see Radiant Silvergun re-released somewhere! Altough I wanted a PC version of it :(

We rock with those Brazillian games for sega consoles! We have DUKE NUKEM 3D for Mega Drive \o/

Ed Alexander
6 Jan 2009 at 10:37 am PST
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LOVED GunStar Heroes! Still gush about how awesome that game is any time it's brought up with friends.

Julian Spillane
7 Jan 2009 at 7:37 am PST
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Treasure has been responsible for some of my most beloved games: GunStar Heroes, Dynamite Headdy, Ikaruga, Mischief Makers... it's great to see them continuing to succeed at what they're best at.

I would definitely love to see more Treasure presence on XBLA and PSN as well.

Samuel Chan
7 Jan 2009 at 8:52 am PST
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GunStar Heroes definitely ranks up there as one of the greats from that era ;) Really takes me back. Awesome interview!

60 Hertz
7 Jan 2009 at 11:14 am PST
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Interesting quote: "Design is at the center point of a lot of Treasure's games."... funny i thought that should be the center point of all games... but i guess i'm just old school...

Yannick Boucher
8 Jan 2009 at 9:19 pm PST
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Mac, I salute you !!


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