Proto:Gunstar Heroes (Genesis)
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.
- 1 Debug Controls
- 2 Text Differences
- 3 Player Damage
- 4 Enemy Health
- 5 General
- 6 Stage 1 - Pink
- 7 Stage 2 - Green
- 8 Stage 3 - Orange
- 9 Stage 4 - Black
- 10 Stage 5 - Highway
- 11 Stage 6 - Space
- 12 Final Stage
- 13 Graphical Differences
- 14 Musical Differences
- 15 Sound Differences
Several debug commands are enabled by default.
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.
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 tweaking takes up a good chunk of the prototype's differences.
|MOVE SHOT||FREE SHOT|
|FIX SHOT||FIXED SHOT|
|BOSS TIME COMING SOON||BOSS IS APPROACHING!|
|WARNING OF THE DANGER||WARNING! DANGER AHEAD|
|LIFE OF ENEMY||BOSS'S VITALITY|
|TOY SOLDIER||MINION SOLDIER|
|VOLTEX BASE||VORTEX BASE|
|CURRY RICE||CURRY AND RICE|
|1000MILLIMETER GUN||1000MM GUN|
|KAIN AND KOTAROU||DUCK BATTALION|
|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|
|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!!!|
|I AM NO DEAD!!||I NEVER DIE!!|
|HYPER DRIVE MODE SET
TERGET IN SIGHT
- EMPIRES SPACE CRAFT -
- EMPIRE'S SPACE CRAFT -
HYPER DRIVE MODE SET!
|PLASMATE ENGINE OK||VARIABLE ENGINE OK|
|CAN YOU BEAR LONG TIME?||HOW LONG CAN YOU LAST?|
|BATTLE IN FINAL STAGE||THE FINAL BATTLE|
Some weapons had their damage rebalanced for the final version.
|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|
Only relevant to enemies that can be thrown, obviously. Throwing is much more effective in the final version.
It is worth noting that the punching animation had not yet been implemented, so the characters use their throwing animations instead.
More variable tweaks. Many bosses have more health in the final version.
|Soldier in ship||280||880|
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.
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.
- 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.
"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."
Speaking of which, the configuration screen is barren in the prototype. The game controls are completely locked.
- 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).
Dr. Brown has an extra line of dialogue in the prototype. It translates as "GO! GO! To the stage select!"
The doctor's text is positioned higher in the final version.
- 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
This stage's sky has a faint purple tint in the retail game.
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.
An extra weapon-dropping bird was added in the retail game.
The claws have coloring errors in the sample version.
Stage 2 - Green
The prototype has an extra weapon bird before the final train.
- 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
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.
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.
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.
All of the Super Gondola objects use an incorrect palette in the sample game.
In addition to correcting some odd English, the final version also removes the giant "GOAL IN" text.
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.
- 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
"GUNSTAR LIGHT" was changed to "GUNSTAR GUM", and the Outrun billboard is...something else in the prototype.
The individual segments that make up Smash Daisaku's leg aren't assembled properly in the sample version.
- 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
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.
- 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.
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.
Green's arena uses a different design in the final version.
- The music played is Track 8F (Used when Yellow is kidnapped) instead of Track 98.
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.
The grey palette used for the Pinky Roader's rim and gadgets were changed from gray to blue-green.
When the Pinky Roader is destroyed, its screen is dimmed in the final version.
Green is using a very different, shorter design in the prototype. Note that this design is only used in Stage 2 -- every other appearance uses the final design.
The Eagle Force's head has an oddly-colored ball segment on its beak. This isn't present in the final game.
Gray is using the wrong palette here (reds instead of blues). This was fixed in the final version.
The Duck Battalion's odd legs look a lot better in the final version.
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.
Sounds that were trimmed for the final version.
Sounds that were fundamentally changed.
These don't have any equivalent in the final version.
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.
|The Gunstar Heroes series|
|Genesis||Gunstar Heroes (Prototype)|
|Game Gear||Gunstar Heroes|
|Game Boy Advance||Gunstar Super Heroes|
|PlayStation 2||Gunstar Heroes Treasure Box|