Don’t relax now! Your goal is to clear all of the stages.
- JP release: 16th January 2003
- NA release: 15th April 2003
- EU release: 23rd May 2003
- Developer: Treasure, G.rev
- Publisher: Infogrames
- NGC Magazine: 85%
- Mods Used: None


Ikaruga (named after a Japanese bird) is a conversion of a Japanese-only vertical scrolling shoot-’em-up. While it came out on Dreamcast, the GameCube version was the first time the game was seen outside of Japan. One great thing about this conversion of Ikaruga is the amount of display options. As the arcade unit used a vertical display, a standard screen displayed black bars (although you can adjust the HUD to make some use of the empty space).
Ikaruga offers a few levels of zoom, but also lets you display the game sideways, so that you can put your massive CRT onto its side for an authentic experience. For a full screen game without twisting your screen around, there’s also the option of rotating the controls so it plays vertically.

I’m truly bad at this kind of shooter, and Ikaruga is immensely difficult. Yet, it has interesting mechanics that allow me to enjoy it (with infinite lives, that is). Enemies and their projectiles are either black or white, and your ship can swap “polarity” between the two colours. You are immune to projectiles that are the same colour as you, however your shots do double damage against the opposite colour opponent. This creates an extremely elegant risk/reward system that reminds me a bit of Vertical Force in the Virtual Boy, but dialled up to 11.

This doesn’t just relate to enemies, but also stage hazards that shoot lasers at you. You have to constantly manage swapping colours to protect against what is heading towards you, but also when to switch to the opposite colour for extra damage. All while everything moves at a very swift pace and the screen is completely littered with bullets. It’s all very overwhelming, yet when you do manage to hit a flow, even if it’s for a brief period, it’s extremely exhilarating. All the failures and difficulty is worth it for those moments.

While there are only five levels, they require an immense amount of practice to actually complete. The game offers plenty of different options to test out and improve your skills at each level, and then if you manage to complete the game, there’s also a second difficulty to complete – as well as high scores. While I could never dream of managing that, I also can’t fault the game for that, and the moments where it does go well for me are a wonderful experience.

Great
Progression does reap rewards, though – even if it’s just for another glimpse of Treasure’s cruel imagination. The levels have been painstakingly constructed to milk every last drop of your skills. Every colour-switching scenario is explored, and every new (frankly stunning) boss will bring both confusion on meeting then sheer elation once beaten. The better you get, the more you can take vital seconds to appreciate the sublime aesthetics – especially where the amazing 3D backgrounds are concerned.
Geraint Evans, NGC Magazine #80
Remake or remaster?
There’s a remaster on PC and Switch, which offer some extra options and features.
Official Ways to get the game
You can get Ikaruga on Steam and Switch.

Europe

Japan

North America
GameCube Games by Date
2002: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2003: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2004: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2005: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2006: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec






















I always saw Ikaruga commonly mentioned as a… let’s call it “high tier” of GCN game, but not necessarily “top tier”. Since I was never really excited by shmups, this is one of the few common GCN recommendations that I always ignored. Furthermore, there’s the fact that its staunchest fans were also obviously big Sega/Dreamcast guys, which is not a bad thing, it just didn’t convince me very strongly that a genre outsider like myself would like it.
Now that I’m more open to the genre, I would love to give this a go. Is the Switch remaster adequate? Sounds like the screen would be put to good use in vertical form.
(Also an excellent candidate for the NSO, thinking about it now)
It’s amazing that this game got a western release at the time. It feels like a relic of a bygone era in the best possible way; the kind of game that would never even remotely be considered for a mainstream physical release today, being a very traditional vertical shmup.
The game itself is fantastic as well, though I’ve never been able to manage the coveted 1cc (it’s hard as balls!). Treasure never missed back then, and always produced something unlike any other game you had played before.
While Treasure primarily stuck with the GBA during this generation (and produced some absolute bangers there), the GCN did get the lion’s share of the few console games they did produce during this time; no doubt fuelled by Nintendo’s direct partnership with them on Sin & Punishment and later Wario World (looking forward to that one on Nintendo Classics very soon BTW!).
Treasure were the best! God I miss them. The most video gamey games developer ever!
It’s amazing that this game got a western release at the time. It feels like a relic of a bygone era in the best possible way; the kind of game that would never even remotely be considered for a mainstream physical release today, being a very traditional vertical shmup.
The game itself is fantastic as well, though I’ve never been able to manage the coveted 1cc (it’s hard as balls!). Treasure never missed back then, and always produced something unlike any other game you had played before.
While Treasure primarily stuck with the GBA during this generation (and produced some absolute bangers there), the GCN did get the lion’s share of the few console games they did produce during this time; no doubt fuelled by Nintendo’s direct partnership with them on Sin & Punishment and later Wario World (looking forward to that one on Nintendo Classics very soon BTW!).
Treasure were the best! God I miss them. The most video gamey games developer ever!
Ikaruga is the main reason that I have a second screen, always set up vertically… that and… not enough space to setup two screens horizontally, but I’ll never forget the first time that I played this seminal shmup.
First on the Dreamcast on a trusty CDR… only really grasping the basic concept of the game.
Then on the GameCube… which is where I really allowed myself to fully appreciate the beauty of it all, and the process of beating the game from start to finish… first with infinite credits, then on a limited amount.
Once more on Xbox 360 Live Arcade, where the leaderboards and achievements (plus the increased visual fidelity) added to the overall experience. (incidentally, this is where I first played Radiant Silvergun)
Finally, on PC and all other modern platforms, where I can now choose to play the game how it was meant to be played… on a vertical display, with any controller of my choosing, and at the best framerate.
Switch sidenote – if you have a Switch or Switch 2, then you need this game, if only to experience playing the game in tabletop mode, with the joy-cons detatched (or another controller of your choosing, paired up) with the console placed vertically on a suitable stand, as it really is a thing to behold, playing Ikargua not only in portable form, but also as it should be, just on a smaller display.
in fact… I have my Switch 2 in front of me right now, just set up in its carry case… I doubt if it’s possible for me to not at least play “one quick game” before settling on sleeping for a few hours. :peace:
Update – Playing Ikaruga on Switch 2 is definitely an upgrade, even in tabletop mode… the fidelity is improved over the Switch, as is the audio, and even the enhanced HD rumble effect adds to the overall experience.
It does take a little bit of getting used to, using Joy-Cons with the grip, indeed, I’d recommend using a Pro Controller or better.
Basically…
One Joy-Con on its side – forget it, unless playing 1p or 2p with no other control options.
Two Joy-Cons either seperate, or with grip… playable, though buttons are too close together.
Pro Controller – the preferred way to play, if you don’t have any superior control options.
GC Controller – the most comfortable way to play, possible in tabletop with USB C adapter.
Arcade Stick – the best way to play if you’re accustomed to it. (tabletop with USB C adapter)
Definitely my new favourite way to play Ikaruga for now, when not playing on a full screen in Tate mode… the Switch 2 is more than adequate, and is another new way to play in itself.
The way in which HD Rumble was originally programmed in this game might not have been as apparent as it is now on the Switch 2… thanks to the upgraded rumble motors, it really feels like your ship is either powering up during cutscenes, or losing power whenever you lose a life… the impact is felt more, almost to the point of distraction at first, until you get used to it.
Kudos to whoever programmed the rumble motor sequence, as it really shines through on a Switch 2 Pro Controller, not only can you feel the graduated rumble, but you can hear it as well, really adding to the overall experience.
I’ll always remember the GameCube version for being the first retail copy of the game I purchased though, even if I didn’t get to play the game as intended, until many years later.
Would also like to point out that the Flip Grip is an excellent little Switch accessory that is perfect for Ikaruga…