GameSpot editors' review
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CNET editors' rating:
stars
Excellent
Detailed editors' rating
- Reviewed on: 12/19/2006
- Updated on: 12/20/2006
- Released on: 12/11/2006
- Originally published on GameSpot: Gunstar Heroes (Wii) Review
By 1993, the Sega Genesis had long since grown into maturity, and many fans of Sega's 16-bit console started to think they'd seen it all. Then came Gunstar Heroes, from a previously unheard-of Japanese developer called Treasure, and it became one of the best run-and-gun action games available for a system that had already seen dozens of such games. Gunstar Heroes draws its influence from great arcade hits like Contra, Strider, and Street Fighter II but features its own distinct style, manic action for one or two players, and various innovative touches that make this still one of the best games of its kind. A cult classic if ever there was one, Gunstar Heroes isn't one of the most recognizable names from the Genesis era despite being one of the better games for the system, so it's fortunate you can now experience it in a pixel-perfect emulation as part of the Wii Virtual Console service.

It's like Contra, only more so.
Like any action game of the era, Gunstar Heroes doesn't spend a lot of time with exposition. However, unlike other games, it has a strongly pronounced visual style and setting, right on down to the determined look in your character's manga-styled eyes. The comical visual style of the game is similar to that of the later Metal Slug series, and like those games, Gunstar Heroes combines some very intense shooting action and over-the-top boss battles with refreshing moments of comic relief. The gameplay itself will constantly have you on edge, though, because this isn't simply your average side-scrolling shoot-'em-up. Stages will take you in every direction and will constantly throw you from one encounter into another, sometimes challenging you to take on multiple tough boss enemies in close sequence. This was one of Gunstar Heroes' innovations; it doesn't save bosses just for the end or middle of the level but instead subverts a lot of level design conventions in a remarkable way. You get to choose from one of four starting stages, each of them quite tough even at the easy difficulty setting. Thankfully, though, you can continue if you run out of health, and the stages are brief and exciting enough to justify many replay attempts.
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