The last level puts Zack in a haunted house, with a creepy statue inhabiting the ground floor. Upon investigating the higher floors of the house, it comes to life, activating a suction power. By hitting a lever that activates large clock gears, Zack can access higher-up levels of the house without having to run back into the artifact.

These three stages were just a small taste of what the game has in store. Seven huge areas can be explored in the final game, each divided by sub-stages with hundreds of puzzles to solve and enemies to defeat. The game play works surprisingly well, forcing players to perform several real-life motions instead of just tapping buttons. Over eighty functions will be featured in all, each with their own specifically necessary movements. Some should be rather easy to figure out, but others may prove to be taxing later on. On top of that, Treasure Island has hidden goodies to search for and the occasional boss battle, which should include some form of motion play with Wiki's weapon transformation (*DING*!).

Project Treasure Island Z takes an anime-style approach that Capcom fans should love. The graphics offer a lot of color and cute animations, particularly when Zack tries to scamper out of harm's way of a boulder, falls to the ground and still gets squashed flat. The first-person perspective works wonderfully for the puzzle segments, giving the player a better idea of how to solve them. The music and sound effects in the game seem unimpressive (aside from a few humorous voice samples), but the final version should offer better ambience.

This latest Capcom endeavor looks (and plays) like a breath of fresh air for both treasure seekers and for those looking to do more with the Wii's motion capabilities. Project Treasure Island Z presents its bountiful booty later this year. (*DING*!)

Related Links

Project Treasure Island Z Game Guide

Capcom