
1993 · Treasure · run-and-gun · Sega
Why this one is in the canon, and how to start it well.
More Segatember, now with my first time playthrough of Gunstar Heroes! I don't typically play run-and-gun games, so this should be fun! twitch.tv/auroralvisage youtube.com/auroralvisage
Game Genie and Action Replay codes for infinite continues, weapon selection, and invincibility turned the game into a fusion-combination lab—the Chaser + Lightning loadout fueled playground arguments about best builds. Japanese players found the hidden Timeron mini-game (a Bangai-O prototype) via button sequences that circulated through Beep! MegaDrive magazine; Western players leaned on GamePro’s ProTips columns and early GameFAQs ASCII guides. The game never cracked the Genesis top-sellers list, but it defined Treasure’s reputation as the studio that made games for players who’d already beaten everything else.
Pick your shot type at character select. Fixed locks your aim while you move; Free rotates with the D-pad. Fixed lets you focus on dodging without fighting the controls—start there.
Grab two weapons in the first 30 seconds. You spawn with one gun; snag a second icon to fuse a combo weapon (Lightning + Chaser hits hard and tracks). Your combo outguns either piece alone, and C swaps between your two loadouts mid-fight.
Melee everything in range. Slide (jump + down), throw (grab button), close-range attacks—Gunstar Heroes pays you for getting in their face. Tough enemies fold faster to a slide-kick chain than gunfire.
Die on purpose if you hate your loadout. Death respawns you with the starter gun so you can grab a better pair. Lightning, Chaser, and Force are top-tier; skip Flame until you know the game.
Play Black’s Dice Palace first. The board-game stage drills weapon-swapping and enemy patterns without drowning you. Save Golden Silver’s mine cart for later—stage order controls the difficulty curve.
Master the grab button. Throw human-sized enemies, use them as shields, or hurl them into crowds. Faster than shooting when the screen fills up.
Watch your weapon meter. Each gun has a shrinking ammo bar under your health. Grab weapon drops constantly or you’ll drop back to the weak default shot.
Weapon fusion is the core system — hold two different weapons and you get a hybrid with unique behavior. Lightning + Chaser produces homing electric orbs; Force + Fire yields a short-range flamethrower. Experiment early; some fusions (Laser + Lightning) trivialize boss patterns while others (Chaser + Chaser) are situational at best.
Free mode gives full eight-directional aim but locks movement while firing; Fixed mode auto-aims in the direction you face and lets you run-and-gun. Fixed feels limiting at first but becomes essential for melee builds (Force weapon) and dodging while maintaining fire. Most veteran players switch modes mid-stage depending on weapon loadout.
Melee attacks (slide kick, throw) have invincibility frames. Slide through projectile clusters and grab-then-toss enemies to cancel their attack animations. Against mini-bosses, a well-timed throw into a wall deals repeated collision damage — faster than shooting in some encounters.
The board-game stage (Dice Palace) is not random. Dice rolls are seeded by your position on the board when you hit the block. Stand one tile left or right and outcomes change. Speedrunners manipulate this to skip trap spaces; casual players can retry from the same tile to avoid the worst results.
Bosses telegraph attack phases with visual cues, not health thresholds. Seven Force’s transformations cycle on timers, not damage dealt. Learn the rotation and you can pre-position and swap weapons before the form change completes.
Green’s mech fight (Stage 4) has destructible terrain. Blow apart the background platforms and you limit his movement options but also remove your cover. Keep the upper ledges intact for safe zones during his missile-spam phase.
Weapon energy depletes per shot, not per second held. Tap Fire with the Laser and you waste less energy than holding for a beam. Against trash mobs, single Chaser shots are more efficient than full-auto spray.
The walls players actually hit, and the way through each.
Stage 2 (The Dice Palace) — The board-game gimmick derails players expecting standard run-and-gun rhythm. You land on random tiles that spawn different enemy waves or mini-bosses. Prioritize the Chaser + Lightning combo — homing shots chain between targets, covering unpredictable spawns without precise aim. When you land on a skull tile and face Seven Force’s first form, stay mobile; the mech telegraphs every attack with a brief wind-up. Don’t burn your slide invincibility on trash — save it for the multi-hit charge attacks.
Stage 4 (The Mine) — The autoscrolling mine cart section kills more players than any boss in the game. Carts move on three parallel tracks with constant enemy fire from all angles. Pick Free Shot mode at character select — you fire in eight directions while moving independently. Lock into the top track when possible; it has the fewest blind-spot spawns. When the screen flashes white before a track-switch, slide preemptively to avoid collision damage. Force + Fire melts the mid-section turrets before they establish crossfire.
Golden Silver (Stage 5 Boss) — Your brainwashed brother counters every weapon type with a specific pattern. Players commit to one combo and can’t adapt. Golden Silver telegraphs his next counter by stance — crouched means he slides under high shots, airborne means he divebombs your position. Switch to Lightning + Chaser when he starts the rapid-dash sequence; it tracks him through the screen-wrap. When he throws the energy boomerangs, slide toward him on the return arc — the hitboxes are narrower than they appear and you end up in melee range for a grab-throw punish.
Seven Force (all forms) — The seven-phase transforming boss overwhelms players trying to out-damage it. Each form has a safe zone: the tiger form can’t hit you at point-blank range under its body, the eagle form’s divebomb has a dead zone at the screen edges, the crab form’s pincers can’t track you if you stay between them and rapid-fire upward. Chaser + Fire is the consistency pick — focus on dodging while homing shots chip away.
15 of 98 verified codes, free to read. The rest are in the Code Vault.
FFCB84:0000FFCBE4:0000FFCDC4:0000FFCDC5:0000FFCDC4:0000AM2T-AA4NFFCA64:0000FFCB24:0000FFCAC4:0000FFC980:0398FFC980:05B4FFC980:001AFFC980:0564FFA800:0005FFA801:0048FFA805:0034FFA800:0001FFA801:00F8FFC980:0488FFA800:0003FFA801:0080FFA805:0034GameShark Labs · SharkVault Founding Membership
Unlock the full guide
9 more sections + all 98 codes in the Code Vault : boss strategies, glitches, easter eggs, and the complete archive. Founding Members get every GTA drop through launch day.
Only 64 days until GTA VI. lock in $1.99/mo for life before the founding rate closes (then $2.99/mo).
Thanks to @thegammelier.bsky.social for letting me know that Copy Kitty is on sale, so I can tell ya'll to buy it Straight-up one of my favourite indie games of all time. A Treasure-esque platform shooter that builds on Gunstar Heroes' weapon-fusion mechanic and just keeps on es
Dominic Tarason (@dominictarason.com)
Surfaced from external sources, newest first. Not editorially endorsed.· 16 more in this feed.