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==Criticism==
==Criticism==
''Ikaruga'' is a reasonably difficult game on its Easy gameplay level, but can become exceedingly frustrating on Normal and Hard modes. Some have criticized it as requiring more of a player's memory than his reflexes in order to gain the most points, because all of the enemies and chains appear exactly in the same place and time every time the game is played, with a few exceptions. Still others prefer to recognize it as a work of art in videogame form: Simple in design, brilliant in execution, easy to pickup, yet difficult to master.
''Ikaruga'' is a reasonably difficult game on its Easy gameplay level, but can become exceedingly frustrating on Normal and Hard modes. Some have criticized it as requiring more of a player's memory than his reflexes in order to gain the most points, because all of the enemies and chains appear exactly in the same place and time every time the game is played, with a few exceptions. Still others prefer to recognize it as a work of art in videogame form: Simple in design, brilliant in execution, easy to pickup, yet difficult to master. Some say however that memory and pattern recognition is an aspect that has been lost to gaming and ikaruga is a welcomed return.


==Trivia==
==Trivia==

Revision as of 10:19, 31 October 2006

Ikaruga
Cover of Ikaruga, Dreamcast version
Developer(s)Treasure, G.rev
Publisher(s)Japan SEGA (Arcade)
Japan ESP (DC)
Japan United States Europe Atari (GC)
Designer(s)Hiroshi Iuchi, Atsutomo Nakagawa
Platform(s)Arcade, Dreamcast, GameCube
ReleaseJapan December 20, 2001 (Arcade)
Japan September 5, 2002 (DC)
Japan January 16, 2003 (GC)
United States April 15, 2003 (GC)
Europe May 23, 2003 (GC)
Genre(s)Scrolling shooter
Mode(s)Single player, 2 player Co-op
Arcade systemSega NAOMI

Ikaruga (斑鳩, lit. Spotted Dove) is a vertically-scrolling shooter video game developed by Treasure Co. Ltd. It was released in the arcades in 2001 on Sega's NAOMI system and subsequently ported to Dreamcast in Japan and then worldwide to the Nintendo GameCube. It is a spiritual sequel to Radiant Silvergun, and the introduction says it is "Project RS2" (usually interpreted as "Project Radiant Silvergun 2").

The gameplay consists of shooting enemies who come in one of two polarities: either black(/red) or white(/blue). The player's ship can be either polarity, and can be switched at will. The first character in the title (which is normally pronounced in its Japonic reading as /fu/ or /madara/, or its Sinitic reading as /han/) means spotted or variegated, which can be interpreted as a metaphoric reference to this polarity change.

Gameplay

One unique feature of this game is the way in which only opposing bullets (i.e. a black bullet if the player's ship is white and vice versa) can kill the player. If the player is hit by a bullet of the same color, that bullet is absorbed and stored - if enough energy is stored, homing projectiles can be released by the player, the number determined by the energy stored up to a maximum of 12. Correspondingly, if a player shoots an enemy that is a different polarity than he or she is, the enemy will take double damage. Players also can perform "chains" for points. A chain occurs when three enemies of the same polarity are destroyed consecutively. The more sets of three enemies that are dispatched in a row, the more points are acquired.

Stage 2 boss fight; the use of the polarity system is evident

The game uses its high production values well, with full three-dimensional landscapes and a strong soundtrack. It also has a TATE mode - the ability to rotate the game's display by ninety degrees while the player's monitor rests on its left side (for full-screen arcade size). When the game is played with the display in a normal orientation (YOKO mode), the sides of the screen are blank because the game field itself is taller than it is wide. If it is turned on its side, it can take up the whole screen and still have the same aspect ratio An interesting feature of the arcade release (which is also included in the home formats) is the 'Trial Game' mode, where infinite lives are awarded for a single credit on the first level, but only the first two chapters of the game can be played, offering a good way to practice.

Criticism

Ikaruga is a reasonably difficult game on its Easy gameplay level, but can become exceedingly frustrating on Normal and Hard modes. Some have criticized it as requiring more of a player's memory than his reflexes in order to gain the most points, because all of the enemies and chains appear exactly in the same place and time every time the game is played, with a few exceptions. Still others prefer to recognize it as a work of art in videogame form: Simple in design, brilliant in execution, easy to pickup, yet difficult to master. Some say however that memory and pattern recognition is an aspect that has been lost to gaming and ikaruga is a welcomed return.

Trivia

  • The name of aircrafts in Japanese version are actually birds. The Japanese Grosbeak is a bird often known as Ikaru, and is both black and white, much like the ship in the game. The Lady Amherst's Pheasant, known as the Ginkei and is native to China and Tibet is the basis of the second player craft.
  • Part of the much-appreciated artistry of the game is the subtle echoing of a spiritual theme, although many dismiss this idea. Like its predecessor, Radiant Silvergun, director Hiroshi Iuchi intended this work to carry a heavier meaning. The chapter names of "Ideal", "Trial", "Faith", "Reality", and "Metempsychosis" suggest humanity's struggle towards Enlightenment, with the aura-enveloped Ikaruga craft symbolizing the human soul. In enhancement of the theme of Polarity are the pilots of the player craft: The Ikaruga piloted by Shinra, embodying Masculinity, and the Ginkei piloted by Kagari, embodying Femininity. See Yin-Yang.
  • The Dreamcast GD-ROM contains several Ikaruga and Radiant Silvergun "wallpapers" that can be accessed from a PC CD-ROM or DVD-ROM drive.

See also