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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 [[Gunstar Super Heroes|a sequel]] on the [[Game Boy Advance]]. The Game Gear version was only released in Japan. In retrospect, it is considered one of the best action games of the [[Fourth generation of video game consoles|16-bit era]], and one of the [[List of video games considered the best|best video games of all time]] by several publications.
 
== Gameplay ==
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== 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">{{Cite magazine|last=Davies|first=Jonti|date=April 2008|title=The Making Of: Gunstar Heroes|url=https://archive.org/stream/retro_gamer/RetroGamer_050#page/56/mode/2up|magazine=[[Retro Gamer]]|issue=50|pages=56–61}}</ref><ref name=":1">{{Cite web|url=https://sega.jp/fb/album/12_gunstar/interview1.html|title=前川正人「ガンスターヒーローズ」スーパーバイザー|website=Sega|language=ja|archive-url=https://web.archive.org/web/20170122021916/http://sega.jp/fb/album/12_gunstar/interview1.html|archive-date=January 22, 2017|url-status=live|access-date=December 22, 2018}} ([https://www.ign.com/articles/2006/03/06/maegawa-talks-gunstar Abridged translation] {{Webarchive|url=https://web.archive.org/web/20181201222911/https://www.ign.com/articles/2006/03/06/maegawa-talks-gunstar |date=December 1, 2018 }})</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">{{Cite magazine|date=October 1993|title=An Interview With: Treasure|url=https://archive.org/details/Gamefan_Vol_1_Issue_11/page/n59|magazine=GameFan|volume=1|issue=11|pages=60}}</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 ''[[List of Teenage Mutant Ninja Turtles video games|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 (company)|Treasure]] to continue development on their original game.<ref name="works4">{{cite book|title=Sega Mega Drive/Collected Works|last1=Stuart|first1=Keith|year=2014|isbn=9780957576810|page=291|publisher=Read-Only Memory }}</ref>
 
[[File:Sega-Mega-Drive-JP-Mk1-Console-Set.jpg|thumb|left|Treasure believed the [[Motorola 68000]] microprocessor in the [[Sega Genesis]] was best suited for the action games they wanted to make.]]
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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" />
 
[[File:GunstarHeroes_SevenForce.gif|thumb|right|The Genesis's processor made multi-limbed bosses like "Seven Force" possible.]]
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">{{Cite web|url=https://www.eurogamer.net/articles/2014-01-12-contra-3-retrospective|title=Contra 3 retrospective|last=Robinson|first=Martin|date=2014-01-12|website=Eurogamer|language=en|archive-url=https://web.archive.org/web/20180305165256/http://www.eurogamer.net/articles/2014-01-12-contra-3-retrospective|archive-date=March 5, 2018|url-status=live|access-date=2019-08-25}}</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 (computer graphics)|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" />
 
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''Gunstar Heroes'' was listed as one of the best games ever made by several publications.<ref>{{cite web|url=http://top100.ign.com/2003/|title=IGN's Top 100 Games of All Time |year=2003|website=[[IGN]]|archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/|archive-date=December 7, 2014|url-status=dead|access-date=December 17, 2014}}</ref><ref>{{cite web|url=http://top100.ign.com/2005/|title=IGN's Top 100 Games, 2005 |year=2005|website=[[IGN]]|archive-url=https://web.archive.org/web/20131213111424/http://top100.ign.com/2005/|archive-date=December 13, 2013|url-status=dead |access-date=November 19, 2013}}</ref><ref>{{cite magazine|date=January 2010|title=The Top 200 Games of All Time |magazine=[[Game Informer]]|issue=200}}</ref><ref name=EGM100>{{cite magazine |title=100 Best Games of All Time |magazine=[[Electronic Gaming Monthly]]|issue=100 |publisher=[[Ziff Davis]] |date=November 1997|page=141}}</ref><ref>{{cite web|url=http://www.hardcoregaming101.net/books/hg101-presents-the-200-best-video-games-of-all-time/|title=HG101 Presents: The 200 Best Video Games of All Time|date=December 5, 2015|website=hardcoregaming101.net |access-date=October 28, 2017|archive-url=https://web.archive.org/web/20171029065018/http://www.hardcoregaming101.net/books/hg101-presents-the-200-best-video-games-of-all-time/ |archive-date=October 29, 2017|url-status=live}}</ref><ref>{{cite web |url=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|title=The 500 Best Video Games of All Time|last=Polygon Staff|date=November 27, 2017|website=[[Polygon (website)|Polygon.com]]|access-date=December 1, 2017|archive-url=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401|archive-date=March 3, 2018|url-status=live}}</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">{{Cite web|url=https://www.ign.com/articles/2006/12/11/gunstar-heroes-virtual-console-review|title=Gunstar Heroes Virtual Console Review|last=Thomas|first=Lucas M.|date=December 11, 2006|website=IGN|language=en-US|access-date=December 24, 2018|archive-url=https://web.archive.org/web/20181223164058/https://www.ign.com/articles/2006/12/11/gunstar-heroes-virtual-console-review|archive-date=December 23, 2018|url-status=live}}</ref> Others called it one of the best Genesis games.<ref name=nwrr /><ref name=":27">{{Cite web|url=http://hg101.classicgaming.gamespy.com/genesis/gunstar.htm|title=Classic Review Archive - Gunstar Heroes|last=Kalata|first=Kurt|website=GameSpy|archive-url=https://web.archive.org/web/20071214205921/http://hg101.classicgaming.gamespy.com/genesis/gunstar.htm|archive-date=December 14, 2007|url-status=dead|access-date=December 24, 2018}}</ref><ref name=":28">{{Cite web|url=https://www.retrogamer.net/top_10/top-ten-mega-drive-games/|title=Top Ten Mega Drive Games|date=January 7, 2014|website=Retro Gamer|language=en-US|archive-url=https://web.archive.org/web/20170312125800/http://www.retrogamer.net/top_10/top-ten-mega-drive-games/|archive-date=March 12, 2017|url-status=live|access-date=December 24, 2018}}</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">{{Cite web|url=https://www.usgamer.net/articles/a-reminder-or-is-it-a-memorial-of-gamings-original-hardcore-developer|title=A Reminder (or is it a Memorial?) of Gaming's Original Hardcore Developer|last=Parish|first=Jeremy|date=July 22, 2015|website=USgamer|language=en|access-date=December 24, 2018|archive-url=https://web.archive.org/web/20181226084219/https://www.usgamer.net/articles/a-reminder-or-is-it-a-memorial-of-gamings-original-hardcore-developer|archive-date=December 26, 2018|url-status=live}}</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]]'' (1993).<ref>{{cite book|title=Sega Mega Drive/Collected Works|last=Stuart|first=Keith|year=2014|isbn=9780957576810 |page=326|publisher=Read-Only Memory }}</ref><ref>{{cite book|title=Sega Mega Drive/Collected Works |last=Stuart |first=Keith |year=2014 |isbn=9780957576810 |page=300|publisher=Read-Only Memory }}</ref> Treasure also began to build a following of loyal hardcore fans,<ref>{{Cite magazine|date=August 1998|title=Interview: Gamings Treasure|magazine=Gamers' Republic|issue=3 |page=90}}</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|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==
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[[Category:Game Gear games]]
[[Category:IOS games]]
[[Category:MegaTech Hyper Game awards winners]]
[[Category:Multiplayer and single-player video games]]
[[Category:Nintendo 3DS games]]