Overview
Former Konami developers wanted creative freedom. Treasure became synonymous with action game excellence—Gunstar Heroes on Mega Drive demonstrated what the hardware could really do, while Ikaruga perfected the polarity shooter. Every Treasure game showcased inventive mechanics, technical mastery, and a commitment to intense, rewarding gameplay.
Fast facts
- Founded: 1992.
- Origin: Ex-Konami staff.
- Philosophy: Creativity over sequel repetition.
- Style: Technical, inventive action.
Key titles
| Title | Year | Platform |
|---|
| Gunstar Heroes | 1993 | Mega Drive |
| Dynamite Headdy | 1994 | Mega Drive |
| Alien Soldier | 1995 | Mega Drive |
| Guardian Heroes | 1996 | Saturn |
| Radiant Silvergun | 1998 | Saturn |
| Ikaruga | 2001 | Arcade/Dreamcast |
| Sin and Punishment | 2000 | N64 |
Gunstar Heroes
| Achievement | Detail |
|---|
| Graphics | Pushed Mega Drive limits |
| Action | Constant intensity |
| Weapons | Combinable system |
| Co-op | Two-player chaos |
Ikaruga
| Innovation | Design |
|---|
| Polarity system | Black/white switching |
| Absorb bullets | Matching colour |
| Puzzle shooter | Strategic depth |
| Memorisation | Pattern-based mastery |
Technical philosophy
| Principle | Application |
|---|
| Push hardware | Maximum capability |
| Invention | New mechanics each game |
| Intensity | Non-stop action |
| Polish | High production values |
Konami connection
| Background | Result |
|---|
| Contra team | Action expertise |
| Castlevania | Technical knowledge |
| Creative disputes | Desire for freedom |
| Independence | Treasure founded |
Design approach
| Element | Characteristic |
|---|
| Boss design | Elaborate, multi-phase |
| Mechanics | Unique per game |
| Difficulty | Challenging but fair |
| Replay value | Score attack focus |
Output philosophy
| Choice | Reasoning |
|---|
| New IPs | Creative freedom |
| No sequels (mostly) | Fresh ideas |
| Quality over quantity | Fewer, better games |
See also