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This exclusivity was apparently taken so seriously that Treasure added a region check function to the game’s code. It’s probably because Alien Soldier wasn’t given a standard cartridge release here and was only available to play via the Sega Channel, a subscription-based game download service that didn’t exactly set the world on fire, leading to its unceremonious cancellation in 1998. Sounds badass, right? If you were a North American Genesis fan back in the day, you may be wondering why you never heard about this one. The end result was 1995’s Alien Soldier, and the game’s goofy title screen tag line perfectly encapsulates Suganami’s design philosophy: “Visualshock! Speedshock! Soundshock! Now is the time to the 68000 heart on fire!” His goal was to push the system’s Motorola 68000 processor to its limits with massive sprites, blazing fast action, and bombastic pyrotechnics. Treasure designer Hideyuki Suganami realized that this was his last chance to craft the ultimate Mega Drive run-and-gun game of his dreams. The 32-bit Saturn and PlayStation would both be on the market by year’s end and the development community at large was shifting its focus accordingly.
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Numerous quirky hits like platformer Dynamite Headdy and spaceship shooter Ikaruga would follow in the years to come, cementing Treasure’s reputation as a veritable wellspring of cult classic action titles.īy 1994, Sega’s Mega Drive/Genesis platform was on its last legs as a hot commercial prospect.
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The newly-minted Treasure made good on these aspirations right out of the gate with their 1993 debut release, the acclaimed Mega Drive/Genesis run-and-gun Gunstar Heroes. Led by Masato Maegawa, they set out reinvent themselves as gaming auteurs with a focus on original scenarios and innovative, frequently idiosyncratic mechanics. I might need just a little more practice with this one.Ĭan you believe it’s taken me this long to dive into a Treasure game? This celebrated development house was founded in 1992 by a group of frustrated former Konami employees tired of spending their time working on endless samey sequels to long-running franchises like Castlevania and Contra.
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