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Gunstar Heroes
North American cover art
Developer(s)Treasure[a]
Publisher(s)Sega
Producer(s)Masato Maegawa
Programmer(s)Mitsuru Yaida
Hideyuki Suganami
Artist(s)Tetsuhiko Kikuchi
Hiroshi Iuchi
Composer(s)Norio Hanzawa
Platform(s)Sega Genesis,Game Gear,Nintendo 3DS
Release
September 10, 1993
  • Sega Genesis
    • JP:September 10, 1993
    • WW:September 1993
    Game Gear
    • JP:March 24, 1995
    Nintendo 3DS
    • JP:June 24, 2015[2]
    • WW:August 20, 2015[1]
Genre(s)Run and gun
Mode(s)Single-player,cooperative

Gunstar Heroes[b]is arun and gun video gamedeveloped byTreasureand published bySega.It was Treasure's debut game, originally released for theSega Genesisin 1993. The game's premise is centered around a pair of characters, the Gunstars, in their efforts to stop an evil empire from recovering four powerful gems. The characters can fire guns and perform a series of acrobatic maneuvers to fight enemies across each stage. There are four weapons in the game which can be combined with one another to create different shot types.

Development onGunstar Heroesbegan among a team of staff working atKonamiin 1991. Following an unwillingness of Konami to embrace their original game ideas, the team quit in 1992 and formed Treasure to see their project through. The team wanted to develop their game for the Genesis because of the system's powerfulMotorola 68000microprocessor.Segainitially rejected their proposal, but later granted approval after they had been working for Sega for several months onMcDonald's Treasure Land Adventure(1993). Treasure worked on both games in parallel, and releasedGunstar Heroesworldwide as their first game in 1993.

Gunstar Heroeswas a critical success, being praised for its frantic action and advanced graphics. It helped establish Treasure's place in the industry, and introduced several design conventions which would become characteristic of their later work such as large bosses and a unique sense of humor. It was re-released several times, including dedicated ports to theGame GearandNintendo 3DS,and receiveda sequelon theGame Boy Advance.In retrospect, it is considered one of the best action games of the16-bit era,and one of thebest video games of all timeby several publications.

Gameplay

[edit]
The player runs to the right as they fire the machine gun.

Gunstar Heroesis arun and gungame played from aside-scrollingperspective similar toContra.[3]The game can be played insingle-player,orcooperativelywith a partner. The players take on the role of Gunstar Red and Gunstar Blue as they battle with an evil empire for control over a set of powerful gems.[4]The game features seven stages, of which the first four can be tackled in any order.[4]The stage formats vary; while some feature a typical left-to-right format, others have the player riding in a mine cart along walls, fighting enemies on a helicopter, or playing a board game.[4][5]Completing a level grants the player an extension to their maximumhealth.[4]

When starting a game, the player can choose either a free or fixed firing stance; the fixed stance immobilizes the character when shooting, while the free stance has the player move in the direction they are firing.[5]The player also has a choice of starting weapon. There are four shot types in the game: a homing shot, lightning blaster, flamethrower, and machine gun. Each weapon has its strengths and weaknesses, and can be swapped with others from item drops in each stage.[6]The weapons can be combined with each other to produce unique shot types. For example, the homing shot can be combined with the machine gun to add a homing effect to the latter, or two lightning shots can be combined to create a more powerful lightning gun.[6]In addition to firing their weapon, the player characters can pull off a series of acrobatic maneuvers including jumping, sliding, and grabbing and throwing enemies.[4]

Development

[edit]

In 1991, severalKonamiemployees led by programmer Masato Maegawa began holding planning sessions at coffee shops for an original game.[7][8]They were establishing early concepts for an action shooting game, a genre they were familiar with.[8]They pitched their idea to Konami, but were told it would not sell and it was rejected.[9]Maegawa and his team were growing frustrated with the industry's reliance on sequels to established franchises and console conversions of arcade games to generate revenue.[9]They felt Konami had fallen into this pattern as a large company, growing reliant on sequels in theirCastlevaniaandTeenage Mutant Ninja Turtlesseries.[9]Maegawa and his team felt consumers wanted original games,[9]and so in 1992, they left Konami and establishedTreasureto continue development on their original game.[10]

Treasure believed theMotorola 68000microprocessor in theSega Genesiswas best suited for the action games they wanted to make.

Treasure wanted to develop their game forSega'sGenesis.[9]Maegawa was interested in the platform because of itsMotorola 68000microprocessor, which he felt was easier to program for than theSuper NES,and more powerful.[9]The team decided to approach Sega for a publishing contract.[7]When they first presented their design documents to Sega, they were not granted approval because they lacked a proven track record.[8]Instead, Sega contracted Treasure to developMcDonald's Treasure Land Adventure(1993).[8]Several months into development, they were finally granted approval to work on their original action game.[8]They originally were using the working titleLunatic Gunstar,thinking "Lunatic" was a good description of the game's stimulating action.[7]Sega of America felt the word held a negative connotation, so rejected it.[8]The team also consideredBlade Gunner,in homage toBlade Runner,but this was also rejected because of copyright restrictions.[8]Sega of America eventually suggested the word "Heroes," soGunstar Heroesbecame the final title.[8]

Treasure consisted of around 18 people, most being programmers from Konami.[9]The staff was split in half to work on bothGunstar HeroesandMcDonald's Treasure Land Adventurein parallel.[8][9]The core team behindGunstar Heroesconsisted of six people: two programmers, two graphic designers, and two sound programmers.[9]The staff (known by their nicknames) was composed of main programmer Yaiman, enemy and boss programmer Nami, graphic designers Han and Iuchi, composer Non, and sound effects programmer Murata.[7]The role of game designer did not exist within Treasure; all game design and planning was undertaken by everyone involved.[10]The team felt they had more freedom working under Sega than Konami.[9]Maegawa got approval to add a Treasure logo when the game booted, which he felt was a rare opportunity for developers to get in that era.[8]

The Genesis's processor made multi-limbed bosses like "Seven Force" possible.

Development ofGunstar Heroeslasted around nine to ten months.[7][9]It was the team's first experience programming for the Genesis, having come off programming for the Super NES at Konami.[8][10]Programmers Mitsuru Yaida and Hideyuki Suganami previously programmedContra III: The Alien Wars(1992) for the Super NES at Konami.[11]The team felt the Genesis's processor was more powerful, capable, and friendly to experimentation than other consoles. This led them to consider it more suited for action games and the sophisticated graphical effects they were looking to create.[8][9][10]The team implemented heavy visual effects in an exercise in design experimentation (not an effort to push the hardware).[10]Some of that experimenting was done with the system'sspriterotation and scaling capabilities, which evoked a sense of depth.[7][8][9]The Genesis had its limitations however, as it could only display 64 colors on screen at once.[9]The team placed extra effort on coloring to compensate.[10]Early backgrounds were drawn with a 16 color palette, but they looked desolate, so ultimately two palettes with 32 colors were used.[7]The team also used programming tricks to make the scenery appear like three to four layers were present, although the Genesis only supports two.[9]

The team approachedGunstar Heroeswith an "anything goes" concept, that led to many ambitious ideas being implemented into the final game.[7][8]One such concept was the weapon combination mechanic, which was conceived in the early planning stages.[10]They experimented with weapon attributes until the end of development,[10]and designed the game so players would continue discovering new weapons and devise new ways to complete stages.[7]The processor also made articulated multi-limb enemies possible, like the boss "Seven Force," which was programmed by Nami along with all other bosses.[8]Because moving around large sprites was difficult due to limitedvideo RAM,Seven Force was built by combining circles and squares to make one large character.[8]Maegawa claims the game could have never worked on the Super NES because the boss animations required expanded computing power.[9]The standard enemy characters, designed by Han, were drawn on the screen by combining a top and bottom sprite, allowing for more animation patterns with lower memory usage.[8]Han was inspired by the gameMazin Saga: Mutant Fighter(1993) to program the enemies manually rather than with mathematical algorithms.[12]The game was 16megabitsbut compressed to fit under 8.[9]

Release

[edit]

AlthoughMcDonald's Treasure Land Adventurewas completed first, Treasure decided to wait and releaseGunstar Heroesfirst because they wanted their debut to be an original game.[8]It was nearly rejected for an American release by Sega of America, only being approved by Mac Senour, the last producer in the reviewing queue after 12 others rejected it. Senour believed the other producers dismissed the game because its small character sprites contrasted with the more popular large sprites at the time. Senour did ask Treasure to change one boss character because it looked too similar toAdolf Hitler.[13]

Gunstar Heroeswas released in Japan on September 10, 1993,[14]and released in the West the same month.[7]Sega underestimated demand in Japan where their initial shipment was only 10,000 units.[15]Meanwhile, Sega of America also ordered a small initial print run, as they were not typically confident in games from Sega of Japan.[13]The game was not heavily promoted and spread by word of mouth.[16]GameFanparticularly enjoyed the game and published the first English interview with Maegawa.[16]The game shipped in total around 70,000 copies in Japan, and 200,000 overseas.[15]An arcade version was also released for theSega Mega-Playarcade board.[8]

Ports and re-releases

[edit]

AGame Gearport was developed byM2.Sega asked M2 if they wanted to make a Game Gear game after being impressed by theirGauntletport for the Genesis. M2 wanted to portThe Cliffhanger: Edward Randy,but they were ultimately handedGunstar Heroes.Since the Genesis version pushed hardware limitations, a Game Gear port was difficult.[17]The port had some changes, such as the Dice Palace being removed, and it ran at lower frame rate.[7]It was released on March 24, 1995.[18]

Sega releasedGunstar Heroes Treasure Boxin 2006 in Japan, a compilation of Treasure games for thePlayStation 2as part of theirSega Ages 2500series.[19]Included on the compilation wereGunstar Heroes,Dynamite Headdy(1994), andAlien Soldier(1995).[7][19]The games are run through an emulator and include display options for filters and resolutions. The Japanese and international versions of each game were included, along with the Game Gear ports ofGunstar HeroesandDynamite Headdy,and a Genesis prototype ofGunstar Heroes.[20]A gallery is included with scans of the original instruction manuals, concept illustrations, and design documents.[21]This compilation was released digitally on thePlayStation Storein 2012.[21]

The game was ported by M2 to theNintendo 3DSin 2015 as part of Sega's line of3D Classics.[22]Gunstar Heroeswas originally not considered for the series because converting the game's backgrounds into a layered 3D effect was thought to be impossible, but these perceived problems were later overcome.[23]In addition to supportingstereoscopic 3D,the game features two new game modes. "Gunslinger" mode starts the player with a full arsenal of every weapon type and grants the ability to change shot stance at any time, and "Mega Life" mode starts the player with double the normal amount ofhealth.[24]The game also supports local cooperative play and includes both the Japanese and international versions.[22]

Gunstar Heroeshas also been released on theXbox 360,[25]PlayStation 3,[26]Wii,[6]andWindows.[27]ASega Foreverversion for mobile devices was released in 2017.[4]The game was again released on theNintendo Switch Online + Expansion Packin 2021.[28]

Reception

[edit]

Gunstar Heroesachieved greater recognition than Treasure anticipated.[8]Electronic Gaming Monthlycalled it their "Game of the Month,"[31]and the game placed first inBeep! Mega Drive's reader rankings in Japan.[8]GameFandeemed it their "Game of the Year"[38]and called it a new benchmark for action games.[40]Mean Machines Segawrote thatGunstar Heroeswas setting a new standard for action games on the Genesis, calling it "a stunning title both in appearance and the gameplay it offers."[34]Electronic Gaming Monthlyagreed, with one critic calling it "one of the most intense games I've seen on the home video game scene."[31]BothSega MagazineandSega Forcefelt the game was a must-buy for Genesis owners.[36][35]

The game was praised for its fast and furious action.[31][29][35]Electronic Gaming Monthlycalled it "one of the most intense carts to date [...] nonstop intensity from beginning to end."[31]Mean Machines Segaagreed, commending the variety in level design and the "frantic, high-density blasting mayhem."[34]Sega Forcebelieved the game's variety prevented it from falling into monotony, and instead, reinvigorated the platform genre.[35]Computer and Video Gamesagreed, feeling gameplay customization options kept it feeling interesting and original.[29]Some critics praised the player characters' acrobatics and attack maneuvers for adding excitement.[34][33][30]GameProcalledGunstar Heroes"chaos in a cart" with "murderous action, excellent controls, and imaginative game design."[33]The game's two-player cooperative mode was praised,[31][30]although some felt there was too much clutter on the screen to tell the player characters apart.[29][33]

The game's graphics were highlighted by several critics, withGameProcalling it "an assault on your senses."[33]Mean Machines Segafelt the sprite rotating and scaling overshadowed the abilities of the Super NES.[34]Sega Magazinealso liked the sprite scaling, and highlighted its use on the boss "Seven Force."[36]Other critics also felt the bosses were well animated and designed,[31][35][30]with some also extending their comments to the player characters' animations as well.[34][35]Computer and Video Gamescommended the graphical explosion effects,[29]with other critics praising the sound effects they were paired with for enhancing the game's atmosphere.[35][31][33]A critic fromElectronic Gaming Monthlycalled it "one of the best looking carts I've seen from Sega in a while."[31]

Ports

[edit]

Critics lauded the Game Gear port as a great 8-bit conversion.[41][42]GameFanfelt it was graphically advanced for a Game Gear game.[42]Mean Machines Segaagreed, thinking that the graphics remained true to the 16-bit original despite greater system limitations.[41]The 3DS version was praised for the added options and enhancements, withUSgamerandNintendo World Reportcalling it the best version of the game.[3][5]The mobile version was criticized for being difficult to play with touch controls.[4]

Legacy

[edit]

Gunstar Heroeswas listed as one of the best games ever made by several publications.[43][44][45][46][47][48]Critics have called it a "classic" of the 16-bit era,[22][3]withIGNwriting that its pace and speed was "nearly unrivaled" at the time.[6]Others called it one of the best Genesis games.[3][49][50]Electronic Gaming Monthlycalled it "one of the best two-player games ever made."[46]USgamerwrote that its chaotic and brash nature made it the "quintessential classic-era Sega game" in contrast to the more gentle offerings fromNintendo.[5]Nintendo World Reportcalled it "an incredible accomplishment, both creatively and technically" for the Genesis.[3]BothTouchArcadeandGameSpydeemed it one of the best side-scrolling action games ever made.[4][49]

Being Treasure's debut game,Gunstar Heroeshelped establish their reputation in the industry.[7][51]Retro Gamerwrote that the game "blew open the state of 2D platform-shooters."[7]Developers at the time borrowed inspiration for titles likeVectorman(1995) andShinobi III(1993).[52][53]Treasure also began to build a following of loyal hardcore fans,[54]whichUSgamerfelt was earned by "a sense of integrity to Treasure's work you don't often see in games of that era."[51]1UP.comwrote that betweenGunstar Heroesand their other Genesis games, Treasure earned a reputation as a "master of hardcore action gaming."[16]Many of the design conventions Treasure used inGunstar Heroeswould return and became characteristic of Treasure's later work, such as a quirky sense of humor and action taken to a level of absurdity.[16]A sequel was released for the Game Boy Advance in 2005,Gunstar Super Heroes.[7]

Notes

[edit]
  1. ^Ported to Game Gear and 3DS byM2
  2. ^Gansutā Hīrōzu(ガンスターヒーローズ)in Japan

References

[edit]
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