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.
Contents
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."
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
Dr. Brown has an extra line of dialogue in the prototype. It translates as "GO! GO! To the stage select!"
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.
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 |
The Gunstar Heroes series
| |
---|---|
Genesis | Gunstar Heroes (Prototype) |
Game Gear | Gunstar Heroes |
Game Boy Advance | Gunstar Super Heroes |
PlayStation 2 | Gunstar Heroes Treasure Box |