Compare Gunstar Heroes prices across trusted key stores and find the best deal. Developed by M2. Published by Sega. Released on 1/26/2011. Available on PC. Genres: Action.

Fourteen combinable guns, seven stages of escalating boss nonsense, and an hour-long campaign you replay for mastery rather than content. Retro run-and-gun that still out-designs its imitators.

Pick up a second weapon icon while you are still carrying one and Gunstar Heroes fuses the two into something new, and that single rule changed how I played every stage after it. There are four base pickups: Force, Lightning, Chaser and Fire. On their own they are ordinary, a spread shot, a beam, weak homing pellets, a stubby flamethrower. Paired up they become fourteen distinct guns, and a few of them are gloriously unbalanced in your favour. Lightning plus Chaser gives you a homing laser that snakes across the screen and does most of your aiming for you. Fire plus Chaser is a swarm of tracking fireballs. Force plus Force is a rapid machine gun that shreds crowds. Half the appeal is that every icon drop becomes a decision instead of an upgrade. Before the first stage you choose a shot style, and that choice matters more than the difficulty setting. Free Shot lets you run and fire at the same time, which sounds strictly better until you try to hold a diagonal on a boss that is circling you. Fixed Shot roots you in place and hands you precise control of the angle. Most players bounce off Fixed and never go back, and I would push you to spend one full run with it, because the later stages are built around holding a line. It is not a pure shooter anyway. You can slide, jump kick, grab enemies, throw them and suplex whatever survives. Treasure gave a run-and-gun hero a wrestling moveset and then designed encounters that actually reward using it. Structurally it is short and dense. Seven stages, roughly an hour per clear once you know the routes, almost no filler between set pieces. The mine cart run, the pinball-style descent, and the board game palace where you roll a die to pick which fight you walk into next are all doing things nothing else on the Mega Drive attempted. Bosses carry the whole experience. Seven Force is still the reference point: one machine that rebuilds itself into seven different configurations mid fight, each with its own attack pattern. Later encounters lean on scaling sprites and walls of projectiles. The pacing is closer to a boss rush with corridors between the fights than a traditional level-based action game. That density cuts both ways. A full clear is over fast, and the replay pitch is mastery, not new content: harder difficulties, cleaner no-death runs, different weapon builds. The back half of the game gets so visually busy that losing track of your own character is a normal occurrence, and the original hardware slowdown is preserved rather than patched out, so the biggest fights crawl. Weapon management can be fussy too, since committing to a combination means walking past icons you might want later, and there is no clean way to preview a pairing until you have the table memorised. The PC release is emulation rather than a remaster: you get the Mega Drive game with display and controller options wrapped around it, so anyone hoping for redrawn art, reworked menus or a modern online layer should set expectations low. Who should play this? Anyone who likes action games that respect your time and expect you to learn a system instead of grinding one. If Contra, Metal Slug or Cuphead-style pattern fights are your thing, this is the missing link between them, and it is more inventive than most of what followed it. If you need a long campaign, progression meters or a story worth following, you will finish in an afternoon and wonder what the fuss was about. It is old, it is loud, and it does one specific thing (weapon fusion feeding into boss puzzles) better than games with three decades and thirty times the budget on it. Alex, Scout Team

Gunstar Heroes

Gunstar Heroes

Jan 26, 2011M2Sega
GamerScout Says

Fourteen combinable guns, seven stages of escalating boss nonsense, and an hour-long campaign you replay for mastery rather than content. Retro run-and-gun that still out-designs its imitators.

PC
Best Price Available
€12.21
at Kinguin
Lowest tracked: €12.21
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GamerScout Verdict

Best for run-and-gun fans who want an hour of ludicrous boss design and a weapon system genuinely worth experimenting with.

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KinguinBest price
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€12.21
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€13.96
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StandardGlobalSteam KeyKey
€14.36-14%
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€110.74
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Price History

Lowest tracked
€12.2131 Aug 2026
Current best
€12.21
Lowest since we started tracking
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€12.03€12.64€13.25€13.8625 Aug28 Aug31 Aug2 Sept5 Sept
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Screenshots & Media

Screenshot

About Gunstar Heroes

Pick up a second weapon icon while you are still carrying one and Gunstar Heroes fuses the two into something new, and that single rule changed how I played every stage after it. There are four base pickups: Force, Lightning, Chaser and Fire. On their own they are ordinary, a spread shot, a beam, weak homing pellets, a stubby flamethrower. Paired up they become fourteen distinct guns, and a few of them are gloriously unbalanced in your favour. Lightning plus Chaser gives you a homing laser that snakes across the screen and does most of your aiming for you. Fire plus Chaser is a swarm of tracking fireballs. Force plus Force is a rapid machine gun that shreds crowds. Half the appeal is that every icon drop becomes a decision instead of an upgrade. Before the first stage you choose a shot style, and that choice matters more than the difficulty setting. Free Shot lets you run and fire at the same time, which sounds strictly better until you try to hold a diagonal on a boss that is circling you. Fixed Shot roots you in place and hands you precise control of the angle. Most players bounce off Fixed and never go back, and I would push you to spend one full run with it, because the later stages are built around holding a line. It is not a pure shooter anyway. You can slide, jump kick, grab enemies, throw them and suplex whatever survives. Treasure gave a run-and-gun hero a wrestling moveset and then designed encounters that actually reward using it. Structurally it is short and dense. Seven stages, roughly an hour per clear once you know the routes, almost no filler between set pieces. The mine cart run, the pinball-style descent, and the board game palace where you roll a die to pick which fight you walk into next are all doing things nothing else on the Mega Drive attempted. Bosses carry the whole experience. Seven Force is still the reference point: one machine that rebuilds itself into seven different configurations mid fight, each with its own attack pattern. Later encounters lean on scaling sprites and walls of projectiles. The pacing is closer to a boss rush with corridors between the fights than a traditional level-based action game. That density cuts both ways. A full clear is over fast, and the replay pitch is mastery, not new content: harder difficulties, cleaner no-death runs, different weapon builds. The back half of the game gets so visually busy that losing track of your own character is a normal occurrence, and the original hardware slowdown is preserved rather than patched out, so the biggest fights crawl. Weapon management can be fussy too, since committing to a combination means walking past icons you might want later, and there is no clean way to preview a pairing until you have the table memorised. The PC release is emulation rather than a remaster: you get the Mega Drive game with display and controller options wrapped around it, so anyone hoping for redrawn art, reworked menus or a modern online layer should set expectations low. Who should play this? Anyone who likes action games that respect your time and expect you to learn a system instead of grinding one. If Contra, Metal Slug or Cuphead-style pattern fights are your thing, this is the missing link between them, and it is more inventive than most of what followed it. If you need a long campaign, progression meters or a story worth following, you will finish in an afternoon and wonder what the fuss was about. It is old, it is loud, and it does one specific thing (weapon fusion feeding into boss puzzles) better than games with three decades and thirty times the budget on it.

Alex
Alex · Scout Team

Catch-all

Tags

tier:no-steam-match:aaa-pricedenriched-from-kinguinRun and GunWeapon FusionBoss RushLocal Co-opGenesis ClassicPattern MemorizationShort CampaignArcade ActionMelee Grappling

System Requirements

Minimum

Windows® XP or higher Graphics: 32MB or greater graphics card DirectX®: DirectX® 9.0 or greater Hard Drive: 50MB free disc space

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Game Info

Developer
M2
Publisher
Sega
Release Date
Jan 26, 2011

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Frequently asked questions about Gunstar Heroes

How much does Gunstar Heroes cost?

As of 4 September 2026, the cheapest in-stock offer for Gunstar Heroes is €12.21 at Kinguin, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Gunstar Heroes cheapest?

The lowest in-stock price we track for Gunstar Heroes is €12.21 at Kinguin (4 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Gunstar Heroes available on?

Gunstar Heroes is available on PC.

When was Gunstar Heroes released?

Gunstar Heroes was released on 26 January 2011.

Who developed Gunstar Heroes?

Gunstar Heroes was developed by M2 and published by Sega.