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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.
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!
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Excellent 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.
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.
We rock with those Brazillian games for sega consoles! We have DUKE NUKEM 3D for Mega Drive \o/
I would definitely love to see more Treasure presence on XBLA and PSN as well.