Gunstar
Heroes is amongst the most highly-regarded games of the 16 bit era.
Easily a top ten contender on the Genesis/Mega Drive platform, and
undoubtedly a must-play for the retrogaming scene. This is mainly due
to its creators, the somewhat legendary programming team Treasure,
whom broke off from Konami to make some serious games. Games
that arguably helped sell a console, or would be discovered as genre
classics later on. And the odds are, you've ready played it. Sega
published the title and has made it a regular feature of its retro
Compilations. The merit of Gunstar Heroes as a run and gun shooter is
unassailable at this point, but I want to talk about why I found it
awesome.
The game
boots up with immediate cutscenes. What's the plot? That's
complicated as somebody rewrote it for English speakers, and it's
presented in media res, which is a bit high brow for a game mainly
about blowing shit up. You get the impression that some bad stuff is
going down, only for THAT title screen to hit like a comet, and if
you wait a bit you get more exposition, but you're probably none the
wiser. Basically, everyone is named after a colour, and bad guys want
gems to repair some kind of doomsday robot, so stop them. Cool. So,
you press start, choose your control scheme, your starting gun, and 1
of 4 levels, while two characters natter flavour text and tips. You
go for the leftmost level, and immediately you have to stop robots
from destroying a jungle village. Then you fight a killer plant. Then
you climb a pyramid. Then you fight a boss made of boxes. Then you
slide down the pyramid. Then you fight a construction robot boss,
with a dramatic end of level announcement. Then there's a comedy
cutscene where its crew fly off, Team Rocket Style, and your
character strikes a pose. Then you're back at the level select
screen. Phew.
All the
above happens in under 7 minutes. By 16 bit standards, you have what
amounts to an entire games worth of action set-pieces, and several
games worth of "narrative" in what is the first and least
impressive level, plus skippable text. It only gets better from
there. This is awesome.
Gunstar
Heroes is a game that is at once an easily assessable spectacular,
and a mechanically nuanced system for experts. Unlike a majority of
its genre, it actually provides numerical health meters for
characters and bosses, thus avoiding one-hit kills. This should make
the game easier, but it doesn't feel easier. Rather it means that
mistakes are yours, and the game is kicking your arse fair and
square. Play is more a matter of learning and skill, finding what
works for you, rather than rote memorisation and twitch reflexes. You
get a huge amount of freedom, from your characters firing stance, the
starting weapon, the way weapons combine, and a surprisingly complex
melee system. Body-slams, sliding kicks, throws, and an easily missed
block, are there if you need them. The game won't punish you for
experimenting, but also takes terms like "hard mode" very
seriously. It's not cheap, in other words, and the creators clearly
wanted you to play this repeatedly because you want to, not because
it's so difficult to complete you couldn't do it in a weekend rental.
R-Type, I'm looking in your general direction. Everybody can enjoy
this, and it's two player co-op, where you can throw your mate as an
improvised weapon.
As a final
note: while it does not shine by modern standards, Gunstar Heroes was
a significant technical achievement for its day. This is best
represented by sprite-scaling masterpiece that was Seven Force,
possibly the single greatest boss fight of the 90's. This 7 form
monster was almost unreal by Mega Drive standards, and it's obvious
how proud they were with it. It's in level 2, where everybody could
see it.
Go play
Gunstar Heroes, you muppet.
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