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YMMV / Gunstar Heroes

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  • Anticlimax Boss: In the sequel, the final boss fight is decidedly less than epic.
  • Awesome Music: Seven Force's theme in both games.
  • Best Boss Ever: The fight with Seven Force is widely regarded as one of the most memorable moments of both games. The rematch against Green on both games is also a high point of the game.
  • Breather Level: Level five of Gunstar Super Heroes. A ride down a shaft, a run across a flat level plain (with possibly dangerous gas vents that are harmless as long as you bother to shoot them before going past), a none too difficult miniboss, a space shoot 'em up with two more easy minibosses, and a quick section shooting bad guys while standing on the top of your ship. Even on Hard you've got no one to blame but yourself if you dip below 50 health....
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  • Game-Breaker: Chaser + Lightning, which will allow you to zap mooks and bosses without having to aim...unless you're playing on Hard or Expert, where the damage output renders it useless, especially against bosses.
  • Ho Yay: Depending on what you think Red's gender is, Blue declaring his love for Red in one storyline of Super Heroes.
  • That One Boss: Green in both games. On the easier difficulties he isn't much of a problem since he dies rather quick and may not use a form you have a hard time fighting. On Expert (Heroes) and Hard (Super Heroes)? He's a nightmare. Green will use every single of his seven forms essentially turning the fight against him into one long gauntlet, you'll also have to deal with the handicaps the higher difficulties hammer on you (lower starting health, lower damage input, beefier boss health). To make matters worse there are no checkpoints or health refills, and if you lose get ready to restart the fight all over, the only way to beat Green is to learn the pattern of each individual form and tough it out.
  • That One Level: Moon 2 in Super Heroes. Your helicopter takes 1/8 of the screen and flinches in place when hit by a bullet, with no Mercy Invincibility. Doesn't sound too bad, but try that level on Hard and see what happens.
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    • Moon 4. It has plenty of difficult challenges that must be completed in order to advance, and exploration is determined by a game of dice - complete with face number four being replaced by "back" after the first roll. To add insult to injury, some places send you to another room if you happen to fall down a chasm.
  • Uncanny Valley: A few of the bosses can invoke this effect, a couple examples include Melonbread: a vaguely clown-like face with an overly animated mouth that stares at the player character. And Curry & Rice: a humanoid-like rock creature with stiff awkward animations.
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  • Viewer Gender Confusion: Again, Red in Super Heroes, with Pink's throwaway taunt calling Red a "silly girl" becoming an unintentional Wham Line. Amusingly, some English fans looked to the Japanese version as proof that Red's gender was invented by the game's localizer(s), while some Japanese fans looked to the English version because they didn't have anything else to go off of.
  • Visual Effects of Awesome: While dated by today's standards, the 3D polygon-like effects on some of the bosses was advanced for the time (especially since it arguably looked better than Star Fox on a system that's weaker than the SNES).
    • All the sprite rotation and scaling may not seem like much until you remember the Genesis lacked the Super Nintendo's Mode 7.
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