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Radiant Silvergun

Radiant Silvergun
Radiant silvergun.jpg
Sega Saturn cover art
Developer(s) Treasure
Publisher(s) Sega (Arcade)
ESP (Saturn)
Microsoft Studios (X360)
Director(s) Hiroshi Iuchi
Producer(s) Hiroshi Iuchi
Writer(s) Hiroshi Iuchi
Composer(s) Hitoshi Sakimoto
Platform(s) Arcade, Sega Saturn, Xbox 360
Release date(s) Arcade
  • JP: May 28, 1998
Sega Saturn
  • JP: July 23, 1998
Xbox 360
  • WW: September 14, 2011
Genre(s) Shoot 'em up
Mode(s) Single player, two-player co-op
Cabinet Upright
Arcade system Sega Titan Video
Display Horizontally oriented, 704 × 513, 6144 palette colors

Radiant Silvergun (レイディアントシルバーガン Reidianto Shirubāgan?) is a vertically scrolling shoot 'em up video game developed by Treasure. It was originally released on the ST-V arcade platform in 1998 and subsequently ported to the Sega Saturn later that year. The Saturn version features additional cutscenes by animation studio Gonzo. The title was later ported to the Xbox 360 via the Xbox Live Arcade service in 2011 with high-definition visuals and online co-op. Its spiritual sequel Ikaruga was released in 2001.

Radiant Silvergun features a unique and innovative weapons system, with seven weapons available at any time. The player has three buttons to control the weapons; the weapon fired depends on the combination of buttons pressed. According to producer Hiroshi Iuchi, the main inspiration for the game's design was Image Fight, a 1988 arcade game by Irem.

Unlike in most other shoot 'em ups, there are no power-ups. All weapons are available from the start. Weapons can 'level up', however, becoming more powerful as the player uses them to score points. There are a selection of seven weapons that can be used at any given time. The game rewards players for "chaining" enemies of just one of three colors, red, blue, or yellow. Whenever the player kills three enemies that are of the same color, they can obtain a points bonus. This also facilitates faster upgrading of weapons.

The game is designed so that there is almost always a 'right' weapon for any situation. The bosses in the game are designed so that they have multiple 'sections' which, if all destroyed before the 'core' of the boss, will award the players with point bonuses. Being able to apply the right weapons on any different boss is key to obtaining these bonuses. For example, a boss may have two sections located on either side of the screen. You could immediately go up to one and begin shooting it with a vulcan, or you could hover in the centre and hit both at the same time with the side bombs. This would increase your chance of obtaining the bonus before the time limit runs out and the boss self-destructs.


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