Lock and Load on August 20

It's been pretty wild re-experiencing many of these past titles in Sega's 3D Classics series. In the last few months, we managed to get 3D remasters of several games that have defined Sega's legacy as one of the most famous game publishers. With Outrun, Sonic, and Streets of Rage, many of these titles have quite a history for the publisher, and even more so with the fans. Thankfully, it's taking this opportunity to focus on titles that may not have reached the audience it could have when the games were originally released, and now it's ready to release the next 3D Classics title many fans -- and even the developers at Sega's M2 -- have been looking forward to.



With 3D Gunstar Heroes, Sega has remastered the crushingly difficult and eye-pleasing action title from Treasure. While now it's known as a developer that has left an indelible mark on the action genre, back then Treasure was just a brand new developer looking to release a new type of action game for the Sega Genesis. Speaking with Sega producer Yosuke Okunari, we learned just what went into the remaster for Gunstar Heroes, and how it sought to retain the core combat experience that fans know and love.





Released towards the end of the Sega Genesis' life in 1993, Gunstar Heroes was Treasure Co.'s first title, and it was certainly a hell of a debut. While it quickly became a favorite among action fans and gaming press, it mostly went under the radar for many Genesis owners. Though the spotlight was on the release of the upcoming Sega Saturn, Gunstar Heroes still managed to become a cult hit among hardcore gamers. But over the years, it's cemented itself as one of the Genesis library's most loved and sought after titles, and even saw a sequel in Advance Gunstar Heroes for the GBA. This made it a prime candidate for the remaster treatment in Sega's 3D Classics series. Speaking with producer Yosuke Okunari, he spoke at length about the respect and admiration they have for the hectic and punishing action title.



"This was Treasure’s debut game. Everything they ever wanted to do, but couldn’t up until then, is poured into and represented in this game," said the producer while reflecting on the title's legacy. "The game’s volume and difficulty balancing is really spot on in my opinion, and you can feel the passion of the original dev team when you play the game even now. Their follow-ups, Dynamite Headdy and Alien Soldier, were really good games in their own right, and while the games' volume and difficulty were appropriate for its own day, they might not stand up so well in modern standards [In regards to difficulty curves]."



Taking place in in a world where a massive army of mercenaries are seeking world domination, it's up to a family of crime-fighters known as the Gunstars to stop them. With the evil Colonel Red (called Colonel Grey in Japan) having acquired four powerful gems to power a massive robot capable of conquering the world, the brothers Gunstar Blue and Gunstar Red have to put a stop to the army's evil plans, all the while finding the whereabouts of their missing brother, Gunstar Green.



Unfortunately for me, I missed out on Gunstar Heroes back in the day. While most of my attention was on titles such as Streets of Rage, Mortal Kombat, and Sonic, this one totally slipped past me. It sucks, because my seven year old self would've lived for this type of game. In similar style to Saturday morning cartoons or Japanese anime, the action and tone of the story is extremely over-the-top and takes place in episodic order, allowing you to go about clearing the game in anyway you want.



For the uninitiated, Gunstar Heroes blends together high-octane shooting with some light-brawler action set across a series of unique and challenging levels. In the vein of classic side-scrolling shooters such as Contra, two players can utilize a variety of weapons, ranging from close-range flamethrowers, energy beams, and homing lasers. Moreover, players can even select aiming modes with Free-Aim (moving and shooting) or Fixed-Aim (stop and shoot), to suit their play styles. Even at close range, the Gunstars know how to handle themselves. Unlike the Contra guys, the Gunstars can throw, kick, and dive attack enemies that get too close for comfort. Utilizing all these skills is quite easy, and you'll be able to kick ass with ease.



I was pretty blown away by the performance of 3D Gunstar Heroes on the 3DS. The original was quite an achievement on the Genesis, and seeing it in action in 3D is a trip. The visuals in the game use a number of graphical tricks and gimmicks that made the action really pop, and the 3D option really does a lot to enhance those aspects of Gunstar's visual design. Some bosses even have some quasi-3D animations and visuals, which was extremely impressive back on the Genesis. With 3D Gunstar Heroes, the overall performance is rock solid. Even with the 3D enabled, I was blasting enemies with screen-filling weapons and watching foes rush the screen with no drops at all. The folks at Sega saw porting over Gunstar Heroes as a major challenge, and actually put it off until they had more games under their belt.







"When we went about these Genesis 3D conversions, back when we first got the project off the ground, we thought that if we could get Gunstar into what we considered ideal 3D, then there was no way it wouldn’t be a good game," said the producer. "However, we knew that we had to wait until the development team had the experience needed to go about converting the sheer number of stages and all the odd perspectives the game used. In three years, M2’s team has worked on 13 titles (and then some), and they were finally ready to handle Gunstar since they now had the speed and skills to pull it off."



Of course, one of the most admired aspects of Gunstar Heroes is its unique power-up system. While you select a core weapon at the beginning of each mission, power-ups acquired while out in the field will act as modifiers to your main weapon. For instance, using the lightning gun with the chaser power-up (green homing laser), it turns the lightning weapon into a homing laser that targets nearby enemies and clings to them until death. The weapon combos get pretty gnarly as you switch things up, and each combo changes the gameplay and strategies up considerably.



In keeping with its focus on challenge, the original game only allowed core weapon selecting before the beginning of a mission. This design was to ensure players would commit to a weapon and stick with it for the level. Unfortunately, it was very often players would choose poorly and be stuck with an ineffective weapon for a level that may call for something more versatile. While many of the more skillful gamers could make it work, most players would often have to restart and pick a better weapon. This was one area the developers at Sega wanted to improve upon. With the addition of the brand new 'Gunslinger' mode, players can now switch between core weapons on the fly. While many hardcore fans might find this a bit sacrilegious, the developers had a lot of discussions about the new mode, and even took some inspiration from other titles from Treasure's library.

"In Gunstar Heroes, there’s a lot of weapons, but the opportunity to change weapons is somewhat limited, so sometimes you get all caught up in using that one combination you like," said Okunari while discussing their work on Gunslinger mode. "It’s possible that people just never had the leeway to try different weapons or control modes. But by using Gunslinger Mode, you can now try a different weapon combination on that boss that used to give you a hard time back in the day, and you might find that you can beat them a lot faster. It’s a chance to try playing the game the way the developers originally intended. This does have the impact of lowering the difficulty. The 3DS’s controls are different from the Genesis, and we want people who played games back but maybe not so much now to be able to have fun with it. The gamers back then are probably more or less the same age as me, and they might not have the same skills they used to, you know?"



"This is something we can say for all the ports, but the SEGA 3D Classics development team were all fans of the games back when they were released. We know what makes these games good, so we didn’t need all that much time to figure out what sort of support features a person needs to play the game in today’s world," continued the producer. "The core of Gunslinger mode comes from a sequel made by the same development team called Alien Soldier, a game with a bit of a cult following that was only released in Japan and Europe. The key lies in this game. In Alien Soldier, you can choose from a number of weapons and control modes at will right out the door."



Thankfully, I can say that the new mode is in keeping with the core Gunstar experience. The game was still tough as hell, even with the extra room to experiment and adapt to challenges with the weapon switching. I was pretty impressed with how well balanced the game is. Even with the larger arsenal, the enemies still can overwhelm and outmatch the player. I'm more than certain fans of the original will find a lot to like with Gunslinger mode. With the increased access to weapons, you'll be able to get to core of what Gunstar Heroes is about without much hassle.



All in all, I have to say that 3D Gunstar Heroes is a pretty stellar port of the original. While I'm still kicking myself for missing out on this one back when I was a kid, I still managed to recall those days of wonder and excitement while spending some time with this installment. I feel as though this entry will bring in a lot of new admirers to the series. In many ways, Treasure was ahead of the curve when it released this title, but not that many people realized it. Thankfully, 3D remastering has done the original justice, and it'll give new players curious about this cult favorite the chance to give it a shot. But take heed: all the hype about this title's challenge was not exaggerated one bit. Be ready for this one.

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