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Gunstar Heroes (Genesis)

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This page details one or more prototype versions of Gunstar Heroes (Genesis).

Interesting history on this prototype: It was officially released by Treasure themselves! It was included in the Sega Ages Vol. 25 disc as a secret feature.

The build date of this ROM is April 1993, two months before the final build. The header name for this ROM is "LUNATIC GUNSTAR", the original name of the game before Sega of America convinced Treasure to change it.

Debug Controls#

Several debug commands are enabled by default.

Paused#

Press the appropriate button(s) while paused.

  • A + Left / Right: Changes main / secondary weapon. It is possible to change the weapon slots into empty slots. Doing so will cause the character to use melee attacks instead of firing their weapon (When used in levels where you're not supposed to be able to use melee, such as the mine shaft or space, the game will crash.)
  • B: Sets player health to 9999, attempts to advance to the next section of the stage.
  • A + B + C: Resets game.
  • C: Toggles CPU meter. The closer to the bottom the line is, the more intensive the CPU use.

Stage Select#

Hold the appropriate button down while selecting a level.

  • Hold A: Warps to a different level:
    • Pink: Warps to Level 5.
    • Green: Warps to Level 6.
    • Orange / Black: Warps to Level 7.
  • Hold B: Warps to midway point of the level.

Text Differences#

Text tweaking takes up a good chunk of the prototype's differences.

Proto

Final

General

MOVE SHOT

FREE SHOT

FIX SHOT

FIXED SHOT

PAUSE

PAUSED

BOSS TIME COMING SOON

BOSS IS APPROACHING!

WARNING OF THE DANGER

WARNING! DANGER AHEAD

LIFE OF ENEMY

BOSS'S VITALITY

BREAK DOWN

DEFEATED!

Boss Names

SHADER

PHANTOM

G.I ORANGE

ORANGE

TOY SOLDIER

MINION SOLDIER

MELON PAN

MELON BREAD

VOLTEX BASE

VORTEX BASE

CURRY RICE

CURRY AND RICE

1000MILLIMETER GUN

1000MM GUN

KAIN AND KOTAROU

DUCK BATTALION

BLACK

BLACK FLY

Boss Actions

ARM VOLTEX

ARM VORTEX

SUMMERSOLT TAIL

SOMERSAULT TAIL

HELL DANCE

DANCE DANCE

LOVE LOVE DANCE

LOVE LOVE DANCING

AFTER BURNNER

AFTER BURNER

EDDIE WALKING PRESS

WALKING PRESS EDDIE

Black Stage

SHOOT DICE

THROW THE DIE!

LETS FIGHT!!

LET'S FIGHT!!

SHOOT IS HEAD

SHOOT HIS HEAD

GET ITEMS

COLLECT ITEMS

DASH!! AND RUN!!

RUSH AND GO!!!

Highway Stage

I AM NO DEAD!!

I NEVER DIE!!

Space Stage

HYPER DRIVE MODE SET
TERGET IN SIGHT
- EMPIRES SPACE CRAFT -

TARGET SIGHTED
- EMPIRE'S SPACE CRAFT -
HYPER DRIVE MODE SET!

PLASMATE ENGINE OK

VARIABLE ENGINE OK

CAN YOU BEAR LONG TIME?

HOW LONG CAN YOU LAST?

Final Stage

BATTLE IN FINAL STAGE

THE FINAL BATTLE

Player Damage#

Some weapons had their damage rebalanced for the final version.

Weapons#

Weapon

Proto

Final

Force

6 per hit

5 per hit

Fire (Large)

4 per hit

5 per hit

Lightning

3 (first hit)

5 (first hit)

Chaser

4 per hit

5 per hit

Chaser + Chaser

6 per hit

4 per hit

Throwing#

Only relevant to enemies that can be thrown, obviously. Throwing is much more effective in the final version.

Enemy

Proto

Final

Phantom

30

64

Orange

32

240

Minion Soldier

100

4

Smash Daisaku

180

380

Kotaro

20

294

It is worth noting that the punching animation had not yet been implemented, so the characters use their throwing animations instead.

Enemy Health#

More variable tweaks. Many bosses have more health in the final version.

Boss

Proto

Final

Papaya Dance

1013

1200

Soldier Force

3101

4101

Tails Force

3102

4102

Tiger Force

3103

4038

Urchin Force

3104

4304

Crab Force

3105

4505

Eagle Force

3106

4293

Blaster Force

3107

4007

Orange

1999

2400

Soldier in ship

280

880

Valvalion

1521

2821

Minion Soldier

1993

2010

Vortex Base

1802

2802

Abarenbou Gel

2010

3510

Super Gondola

281

381

General#

Title#

Proto

Final

Right out of the gate, changes are apparent. The options selection is on the right in the prototype; It's on the same line as the rest of the options in the final game. "2 PLAYER" was corrected to "2 PLAYERS". Golden Silver's art was changed in the final version to match its actual design.

Proto

Final

Sega and Treasure share this side of the logo in the prototype, but Treasure stands alone in the final version. Sega's copyright info appears in plain text in the retail game.

Other Differences

  • The title graphic flips 16 times(!) in the prototype, but only once in the final version. In the sample version, it also flips whenever the cursor moves.
  • There is no intro in the sample version.
  • The entire title track plays before loading the next demo.
  • Music plays during game demos in the prototype. There's no music in the final demos.

Options#

Proto

Final

"OPTION MODE" was changed to "OPTIONS", and the color of a highlighted option changed from cyan to yellow. Other text changes: The difficulty "MANIAX" is "EXPERT" in the final game, and "KEY CONFIG" was changed to "CONFIG."

GunstarConfigSample.png
Speaking of which, the configuration screen is barren in the prototype. The game controls are completely locked.

Other Differences

  • The prototype's sound test goes up to 9F (99 in the final game) and the S.E. Test goes up to FF (F1 in the final).

Level Select#

GunstarExtraDialogue.png
Dr. Brown has an extra line of dialogue in the prototype. It translates as "GO! GO! To the stage select!"

(Translation: xdaniel)

Proto

Final

The doctor's text is positioned higher in the final version.

Other Differences

  • The transition from the weapon select to the stage select is twice as fast in the final version. This causes one of the border tiles to be stretched (this can be seen above).
  • The music played is Track 98 (Used on the Options screen) instead of Track 95.
  • None of the gems move or sparkle in the sample version.
  • While explaining the controls of the Gunpod Unit, Dr. Brown says to use the "C Button" to dash in the prototype. In the final game, this was generalized to the "Jump Button".

Stage 1 - Pink#

Proto

Final

This stage's sky has a faint purple tint in the retail game.

GunstarStage1Bonus1.pngGunstarStage1Bonus2.png


In the pyramid segment, there are four waves of butterfly/leaf/tilde things. Each one gives an increasing number of points: 100, 200, 400, 800, 1600, 3200, 6400, 12800. Whatever these things were, they're not in the final game.

Proto

Final

An extra weapon-dropping bird was added in the retail game.

Proto

Final

The claws have coloring errors in the sample version.

Stage 2 - Green#

Proto

Final

The prototype has an extra weapon bird before the final train.

Other Changes

  • It's possible to shoot downwards in the prototype, even when using Free Shot. This was fixed in the final version.

Stage 3 - Orange#

  • The flying bombs in the first part of the stage are not present in the prototype.
  • Orange's boss music starts as soon as he appears in the final version, but starts when the WARNING message appears in the prototype.
  • By choosing two empty weapon slots, hanging from the helicopter and pressing attack while holding Up, the player will be suspended in their throwing animation until either input is released.
  • The infamous Orange boss softlock can still happen in the prototype, the main difference being the gem: in the prototype, it will continuously loop its landing sound effect, in the final release, it will play it correctly.

Stage 4 - Black#

Proto

Final

The item rooms in the prototype have an odd extra door, apparently leading to Heaven! These doors don't actually work, and were likely put in as a joke. They're gone in the final version.

Proto

Final

The first race room is missing the GOAL graphics. The bottommost yellow pillar was changed to be solid in the final version to fix an exploit. If the player falls down that hall, they'll be tossed up and land right in the goal area.

Proto

Final

Phantom's room has a black and brown sky in the prototype, but a red sky in the final game. The original background can still be seen in the retail game when entering and exiting the room.

Proto

Final

All of the Super Gondola objects use an incorrect palette in the sample game.

Proto

Final

In addition to correcting some odd English, the final version also removes the giant "GOAL IN" text.

Proto

Final

The stage ends differently in each version. The prototype ends right before Black throws the fake gem, and the final version ends just before he lands.

Other Differences

  • Entering the Dice Palace for the first time mutes the music track. The proper track is played after returning to the maze.
  • There's a palette error after arriving at the Dice Palace that persists until the end of the stage. The player's palette and GUI palette are dimmed.
  • The prototype does not display the 1P/2P graphics above each player's sprite in the Dice Palace map.

Stage 5 - Highway#

Proto

Final

"GUNSTAR LIGHT" was changed to "GUNSTAR GUM", and the Outrun billboard is...something else in the prototype.

Proto

Final

The individual segments that make up Smash Daisaku's leg aren't assembled properly in the sample version.

Other Differences

  • The end-of-level cutscene isn't programmed in the sample game. To end the level, the Start+B debug command must be entered in.

Stage 6 - Space#

Proto

Final

The last missile in this level fires many more bullets in the final version. It's not clear whether there's sprite overload in the sample or if that's just how the missile is programmed.

Other Differences

  • There's no animation of the ship jettisoning its launch parts in the sample version.
  • The ship's Gunpod Unit doesn't move at all in the sample version.
  • The ship has no invincibility frames in the sample. This means that certain enemies can kill the player in a matter of seconds.

Final Stage#

Proto

Final

The final stage is in a very rough state. Though the layout is more or less complete, there is only one object in the stage: The Duck Battalion. The crates in the stage haven't even been drawn yet! Gray is missing his cape, and Orange only has two frames of animation.

The only way to progress through the stage is through Start+B, making sure to keep the Duck Battalion alive. If the Duck Battalion has been defeated, the game will crash after attempting to load Orange's boss battle.

Proto

Final

Green's arena uses a different design in the final version.

Other Differences

  • The music played is Track 8F (Used when Yellow is kidnapped) instead of Track 98.

Graphical Differences#

Explosions#

Proto

Final

The last four frames of the explosion object were changed in the final version. The prototype uses an additional black color for the explosions that does not translate well to the blue palette. This color error was fixed by removing the black coloring.

Pinky Roader#

Proto

Final

The grey palette used for the Pinky Roader's rim and gadgets were changed from gray to blue-green.

Proto

Final

When the Pinky Roader is destroyed, its screen is dimmed in the final version.

Green#

Proto

Final

Green's sprites in Stage 2 are noticeably unpolished compared to his final design, particularly in how a few of the sprites have their feet cut off. Green's hair in particular was significantly darkened in the finished sprites, to the point where you'd be forgiven for thinking he had black hair all this time; official artwork (along with his face portraits in the ending cutscene) shows that his hair is more silver-colored than anything. Note that this design is only used in Stage 2 -- every other appearance uses the final design.

Eagle Force#

Proto

Final

The Eagle Force's head has an oddly-colored ball segment on its beak. This isn't present in the final game.

Gray#

Proto

Final

Gray is using the wrong palette here (reds instead of blues). This was fixed in the final version.

Duck Battalion#

Proto

Final

The Duck Battalion's odd legs look a lot better in the final version.

Musical Differences#

Golden Silver's track is present in the prototype with some preliminary instrument choices:

Track 94: Proto

Track 94: Final

There's also this track (#9A) that seems to be a test for the sound engine. It was removed in the final version.

Sound Differences#

Shortened Sounds#

Sounds that were trimmed for the final version.

Sound ID

Proto

Final

A2

A6

A7

AD

B2

B4

B8

BC

C4

D3

Changed Sounds#

Sounds that were fundamentally changed.

Sound ID

Proto

Final

B7

C2

D4

D5

D6

D7

D8

DA

DE

E7

Unique Sounds#

These don't have any equivalent in the final version.

Voices#

This seems to indicate that Blue and Red would each have their own set of voice samples. Whether these unused samples were meant to be Blue or Red is a mystery.

Sound ID

Sound

F1

F2

F3

F4

Miscellaneous#

Sound ID

Sound

A1

A3

A5

AA

DD

E4

F5

(Source: Original TCRF research)