Gunstar Heroes
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| above = Gunstar Heroes
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| caption = {{#if:Gunstar Heroes.jpg|North American cover art|North American cover art}}
| label2 = DeveloperTemplate:Pluralize from text | data2 = TreasureTemplate:Efn
| label3 = PublisherTemplate:Pluralize from text | data3 = Sega
| label4 = DirectorTemplate:Pluralize from text | data4 =
| label5 = ProducerTemplate:Pluralize from text | data5 = Masato Maegawa
| label6 = DesignerTemplate:Pluralize from text | data6 =
| label7 = ProgrammerTemplate:Pluralize from text
| data7 = Mitsuru Yaida
Hideyuki Suganami
| label8 = ArtistTemplate:Pluralize from text
| data8 = Tetsuhiko Kikuchi
Hiroshi Iuchi
| label9 = WriterTemplate:Pluralize from text | data9 =
| label10 = ComposerTemplate:Pluralize from text | data10 = Norio Hanzawa
| label11 = Series | data11 =
| label12 = Engine | data12 =
| label13 = PlatformTemplate:Pluralize from text | data13 = Sega Genesis, Game Gear, Nintendo 3DS
| label14 = Release | data14 = Template:Collapsible list
| label15 = GenreTemplate:Pluralize from text | data15 = Run and gun
| label16 = ModeTemplate:Pluralize from text | data16 = Single-player, multiplayer
| label17 = Arcade system | data17 = Template:If first display both
| data30 =
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Gunstar HeroesTemplate:Efn is a 1993 run and gun video game developed by Treasure and published by Sega for the Sega Genesis. It was Treasure's first developed video game. 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 on Gunstar Heroes began among a team of staff working at Konami in 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 powerful Motorola 68000 microprocessor. Sega initially rejected their proposal, but later granted approval after they had been working for Sega for several months on McDonald's Treasure Land Adventure (1993). Treasure worked on both games in parallel, and released Gunstar Heroes worldwide as their first game in 1993.
Gunstar Heroes was 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 the Game Gear and Nintendo 3DS, and received a sequel on the Game Boy Advance. In retrospect, it is considered one of the best action games of the 16-bit era, and one of the best video games of all time by several publications.
Gameplay
Gunstar Heroes is a run and gun game played from a side-scrolling perspective similar to Contra.<ref name="nwrr" /> The game can be played in single-player, or cooperatively with 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.<ref name="tar" /> The game features seven stages, of which the first four can be tackled in any order.<ref name="tar" /> 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.<ref name="tar" /><ref name="usgr" /> Completing a level grants the player an extension to their maximum health.<ref name="tar" />
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.<ref name="usgr" /> 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.<ref name=":26" /> 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.<ref name=":26" /> 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.<ref name="tar" />
Development
In 1991, several Konami employees led by programmer Masato Maegawa began holding planning sessions at coffee shops for an original game.<ref name=":4">Template:Cite magazine</ref><ref name=":1">{{#invoke:citation/CS1|citation |CitationClass=web }} (Abridged translation Template:Webarchive)</ref> They were establishing early concepts for an action shooting game, a genre they were familiar with.<ref name=":1" /> They pitched their idea to Konami, but were told it would not sell and it was rejected.<ref name=":0">Template:Cite magazine</ref> 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.<ref name=":0" /> They felt Konami had fallen into this pattern as a large company, growing reliant on sequels in their Castlevania and Teenage Mutant Ninja Turtles series.<ref name=":0" /> Maegawa and his team felt consumers wanted original games,<ref name=":0" /> and so in 1992, they left Konami and established Treasure to continue development on their original game.<ref name="works4">Template:Cite book</ref>
Treasure wanted to develop their game for Sega's Genesis.<ref name=":0" /> Maegawa was interested in the platform because of its Motorola 68000 microprocessor, which he felt was easier to program for than the Super NES, and more powerful.<ref name=":0" /> The team decided to approach Sega for a publishing contract.<ref name=":4" /> When they first presented their design documents to Sega, they were not granted approval because they lacked a proven track record.<ref name=":1" /> Instead, Sega contracted Treasure to develop McDonald's Treasure Land Adventure (1993).<ref name=":1" /> Several months into development, they were finally granted approval to work on their original action game.<ref name=":1" /> They originally were using the working title Lunatic Gunstar, thinking "Lunatic" was a good description of the game's stimulating action.<ref name=":4" /> Sega of America felt the word held a negative connotation, so rejected it.<ref name=":1" /> The team also considered Blade Gunner, in homage to Blade Runner, but this was also rejected because of copyright restrictions.<ref name=":1" /> Sega of America eventually suggested the word "Heroes," so Gunstar Heroes became the final title.<ref name=":1" />
Treasure consisted of around 18 people, most being programmers from Konami.<ref name=":0" /> The staff was split in half to work on both Gunstar Heroes and McDonald's Treasure Land Adventure in parallel.<ref name=":1" /><ref name=":0" /> The core team behind Gunstar Heroes consisted of six people: two programmers, two graphic designers, and two sound programmers.<ref name=":0" /> 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.<ref name=":4" /> The role of game designer did not exist within Treasure; all game design and planning was undertaken by everyone involved.<ref name="works4" /> The team felt they had more freedom working under Sega than Konami.<ref name=":0" /> 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.<ref name=":1" />
Development of Gunstar Heroes lasted around nine to ten months.<ref name=":4" /><ref name=":0" /> It was the team's first experience programming for the Genesis, having come off programming for the Super NES at Konami.<ref name=":1" /><ref name="works4" /> Programmers Mitsuru Yaida and Hideyuki Suganami previously programmed Contra III: The Alien Wars (1992) for the Super NES at Konami.<ref name="euroretrospec">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> 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.<ref name=":1" /><ref name=":0" /><ref name="works4" /> The team implemented heavy visual effects in an exercise in design experimentation (not an effort to push the hardware).<ref name="works4" /> Some of that experimenting was done with the system's sprite rotation and scaling capabilities, which evoked a sense of depth.<ref name=":4" /><ref name=":1" /><ref name=":0" /> The Genesis had its limitations however, as it could only display 64 colors on screen at once.<ref name=":0" /> The team placed extra effort on coloring to compensate.<ref name="works4" /> Early backgrounds were drawn with a 16 color palette, but they looked desolate, so ultimately two palettes with 32 colors were used.<ref name=":4" /> The team also used programming tricks to make the scenery appear like three to four layers were present, although the Genesis only supports two.<ref name=":0" />
The team approached Gunstar Heroes with an "anything goes" concept, that led to many ambitious ideas being implemented into the final game.<ref name=":4" /><ref name=":1" /> One such concept was the weapon combination mechanic, which was conceived in the early planning stages.<ref name="works4" /> They experimented with weapon attributes until the end of development,<ref name="works4" /> and designed the game so players would continue discovering new weapons and devise new ways to complete stages.<ref name=":4" /> The processor also made articulated multi-limb enemies possible, like the boss "Seven Force," which was programmed by Nami along with all other bosses.<ref name=":1" /> Because moving around large sprites was difficult due to limited video RAM, Seven Force was built by combining circles and squares to make one large character.<ref name=":1" /> Maegawa claims the game could have never worked on the Super NES because the boss animations required expanded computing power.<ref name=":0" /> 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.<ref name=":1" /> Han was inspired by the game Mazin Saga: Mutant Fighter (1993) to program the enemies manually rather than with mathematical algorithms.<ref name="B!MD49">Template:Cite magazine (Translation by Shmuplations. Template:Webarchive).</ref> The game was 16 megabits but compressed to fit under 8.<ref name=":0" />
Release
Although McDonald's Treasure Land Adventure was completed first, Treasure decided to wait and release Gunstar Heroes first because they wanted their debut to be an original game.<ref name=":1" /> 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 to Adolf Hitler.<ref name=":2">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Gunstar Heroes was released in Japan on September 10, 1993,<ref name=vc>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and released in the West the same month.<ref name=":4" /> Sega underestimated demand in Japan where their initial shipment was only 10,000 units.<ref name=":9" /> Meanwhile, Sega of America also ordered a small initial print run, as they were not typically confident in games from Sega of Japan.<ref name=":2" /> The game was not heavily promoted and spread by word of mouth.<ref name=":3">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> GameFan particularly enjoyed the game and published the first English interview with Maegawa.<ref name=":3" /> The game shipped in total around 70,000 copies in Japan, and 200,000 overseas.<ref name=":9">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> An arcade version was also released for the Sega Mega-Play arcade board.<ref name=":1" />
Ports and re-releases
A modified version of the game was released for Sega's Mega-Play arcade hardware in 1994. Changes to the game include the player getting multiple lives per credit (as opposed to a single life in the console version), a 10-second timer which forces the player to make a decision when appropriate, and continuous play by inserting additional credits.Template:Cn
A Game Gear port was developed by M2. Sega asked M2 if they wanted to make a Game Gear game after being impressed by their Gauntlet port for the Genesis. M2 wanted to port The Cliffhanger: Edward Randy, but they were ultimately handed Gunstar Heroes. Since the Genesis version pushed hardware limitations, a Game Gear port was difficult.<ref name=":5">{{#invoke:citation/CS1|citation |CitationClass=web }} (Translation)</ref> The port had some changes, such as the Dice Palace being removed, and it ran at lower frame rate.<ref name=":4" /> It was released on March 24, 1995.<ref>Template:Cite magazine</ref>
Sega released Gunstar Heroes Treasure Box in 2006 in Japan, a compilation of Treasure games for the PlayStation 2 as part of their Sega Ages 2500 series.<ref name=":6">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Included on the compilation were Gunstar Heroes, Dynamite Headdy (1994), and Alien Soldier (1995).<ref name=":4" /><ref name=":6" /> 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 of Gunstar Heroes and Dynamite Headdy, and a Genesis prototype of Gunstar Heroes.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> A gallery is included with scans of the original instruction manuals, concept illustrations, and design documents.<ref name=":8">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> This compilation was released digitally on the PlayStation Store in 2012.<ref name=":8" />
The game was ported by M2 to the Nintendo 3DS in 2015 as part of Sega's line of 3D Classics.<ref name=":7">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Gunstar Heroes was 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.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In addition to supporting stereoscopic 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 of health.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game also supports local cooperative play and includes both the Japanese and international versions.<ref name=":7" />
Gunstar Heroes has also been released on the Xbox 360,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> PlayStation 3,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Wii via Virtual Console,<ref name= ":26" /> and Windows.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> A Sega Forever version for mobile devices was released in 2017.<ref name=tar /> The game was again released via the Nintendo Classics service in 2021.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Reception
Template:Video game reviews Gunstar Heroes achieved greater recognition than Treasure anticipated.<ref name=":1" /> Electronic Gaming Monthly called it their "Game of the Month,"<ref name="egmr" /> and the game placed first in Beep! Mega Drive's reader rankings in Japan.<ref name=":1" /> GameFan deemed it their "Game of the Year"<ref name="gfanaward">Template:Cite magazine</ref> and called it a new benchmark for action games.<ref name="gfanr">Template:Cite magazine</ref> Mean Machines Sega wrote that Gunstar Heroes was setting a new standard for action games on the Genesis, calling it "a stunning title both in appearance and the gameplay it offers."<ref name="mmsr" /> Electronic Gaming Monthly agreed, with one critic calling it "one of the most intense games I've seen on the home video game scene."<ref name="egmr" /> Both Sega Magazine and Sega Force felt the game was a must-buy for Genesis owners.<ref name="smagr" /><ref name="sforcer" />
The game was praised for its fast and furious action.<ref name="egmr" /><ref name="CVG" /><ref name="sforcer" /> Electronic Gaming Monthly called it "one of the most intense carts to date [...] nonstop intensity from beginning to end."<ref name="egmr" /> Mean Machines Sega agreed, commending the variety in level design and the "frantic, high-density blasting mayhem."<ref name="mmsr" /> Sega Force believed the game's variety prevented it from falling into monotony, and instead, reinvigorated the platform genre.<ref name="sforcer" /> Computer and Video Games agreed, feeling gameplay customization options kept it feeling interesting and original.<ref name="CVG" /> Some critics praised the player characters' acrobatics and attack maneuvers for adding excitement.<ref name="mmsr" /><ref name="gpror" /><ref name="edger" /> GamePro called Gunstar Heroes "chaos in a cart" with "murderous action, excellent controls, and imaginative game design."<ref name="gpror" /> The game's two-player cooperative mode was praised,<ref name="egmr" /><ref name="edger" /> although some felt there was too much clutter on the screen to tell the player characters apart.<ref name="CVG" /><ref name="gpror" />
The game's graphics were highlighted by several critics, with GamePro calling it "an assault on your senses."<ref name="gpror" /> Mean Machines Sega felt the sprite rotating and scaling overshadowed the abilities of the Super NES.<ref name="mmsr" /> Sega Magazine also liked the sprite scaling, and highlighted its use on the boss "Seven Force."<ref name="smagr" /> Other critics also felt the bosses were well animated and designed,<ref name="egmr"/><ref name="sforcer"/><ref name="edger"/> with some also extending their comments to the player characters' animations as well.<ref name="mmsr" /><ref name="sforcer" /> Computer and Video Games commended the graphical explosion effects,<ref name="CVG" /> with other critics praising the sound effects they were paired with for enhancing the game's atmosphere.<ref name="sforcer" /><ref name="egmr" /><ref name="gpror" /> A critic from Electronic Gaming Monthly called it "one of the best looking carts I've seen from Sega in a while."<ref name="egmr" />
Ports
Critics lauded the Game Gear port as a great 8-bit conversion.<ref name="mmsgg">Template:Cite magazine</ref><ref name="gfangg">Template:Cite magazine</ref> GameFan felt it was graphically advanced for a Game Gear game.<ref name="gfangg" /> Mean Machines Sega agreed, thinking that the graphics remained true to the 16-bit original despite greater system limitations.<ref name="mmsgg"/> The 3DS version was praised for the added options and enhancements, with USgamer and Nintendo World Report calling it the best version of the game.<ref name="nwrr">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="usgr">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The mobile version was criticized for being difficult to play with touch controls.<ref name="tar">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Legacy
Gunstar Heroes was listed as one of the best games ever made by several publications.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref><ref name=EGM100>Template:Cite magazine</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Critics have called it a "classic" of the 16-bit era,<ref name=":7" /><ref name=nwrr /> with IGN writing that its pace and speed was "nearly unrivaled" at the time.<ref name=":26">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Others called it one of the best Genesis games.<ref name=nwrr /><ref name=":27">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name=":28">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Electronic Gaming Monthly called it "one of the best two-player games ever made."<ref name=EGM100 /> USgamer wrote that its chaotic and brash nature made it the "quintessential classic-era Sega game" in contrast to the more gentle offerings from Nintendo.<ref name=usgr /> Nintendo World Report called it "an incredible accomplishment, both creatively and technically" for the Genesis.<ref name=nwrr /> Both TouchArcade and GameSpy deemed it one of the best side-scrolling action games ever made.<ref name=tar /><ref name=":27" />
Being Treasure's debut game, Gunstar Heroes helped establish their reputation in the industry.<ref name=":4" /><ref name=":23">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Retro Gamer wrote that the game "blew open the state of 2D platform-shooters."<ref name=":4" /> Developers at the time borrowed inspiration for titles like Vectorman (1995) and Shinobi III: Return of the Ninja Master (1993).<ref>Template:Cite book</ref><ref>Template:Cite book</ref> Treasure also began to build a following of loyal hardcore fans,<ref>Template:Cite magazine</ref> which USgamer felt was earned by "a sense of integrity to Treasure's work you don't often see in games of that era."<ref name=":23" /> 1UP.com wrote that between Gunstar Heroes and their other Genesis games, Treasure earned a reputation as a "master of hardcore action gaming."<ref name=":3" /> Many of the design conventions Treasure used in Gunstar Heroes would return and became characteristic of Treasure's later work, such as a quirky sense of humor and action taken to a level of absurdity.<ref name=":3" /> A sequel was released for the Game Boy Advance in 2005, Gunstar Super Heroes.<ref name=":4" />
Notes
References
External links
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