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Cristian edited this page Mar 14, 2017 · 243 revisions

Index

  1. Characters
  2. Narrative Structure
  3. Level Analysis
  4. Gameplay

Characters

In Gunbird we find 9 main characters, 5 of them playable and the other 4 as bosses during the plot.

Playable Characters

Character Name Description
Ash Ash is a 28-year-old German adventurer who flies with a jetpack and uses a sci-fi style gun to shot. During his plot, the player gets to know he is in fact an inventor and, when the game is played in cooperative mode with Marion, the player also discovers he is a pedophile and has some kind of interest in her.
Marion Marion is a 13-year-old English witch who travels with her rabbit pet Pomme-Pomme. Her goal is to become an adult because witches are more powerful when they're adults. She is shown at some moments as selfish, frequently abusing her pet verbally and physically.
Yuan Nang Yuan Nang is a strong-willed and courageous warrior girl inspired by the Chinese character Sun Wukong from the old Chinese tale "Journey to the West". She is not really interested in any wish, but to fight strong monsters and destroy things.
Tetsu Tetsu is an old martial artist that flies using a flying machine with pedals. He is the only homosexual character in the game and is in search of the wishing mirror to resurrect his dead lover.
Valnus Valnus is a heavily armored robot that works for the Communist Russia government. He secretely wishes to be a human so that he would not have to follow orders from his overlords.

Non-playable characters

Character Name Description
The Trump The Trump is a group of three sky pirates who act as recurrent bosses during the the story, trying to stop the player using increasingly elaborated robot designs. The group consists of Ace (short, brown-haired boy), Claude (big guy) and their boss, the white-haired woman known as "The Boss".
Atler Atler is the Wishing Mirror Guardian and the final boss of Gunbird. He uses a spellbook and grants people's wishes quite literally.

Narrative Structure

Visual graph of the narrative structure in Gunbird

The game follows the same structure for all the characters, only varying the endings for each one of them. There are two general endings: the Good one, achieved when the player defeats the final boss, and the Bad one, which only occurs when the player is defeated by him.

In the 1-player version, each character has two different endings, one for each wish.

Character First Wish Second Wish
Marion To become the greatest magician ever While Marion is unconscious, Pomme-Pomme tells his wish: to become the king of the universe
Ash He wishes to have the greatest head in the world. To satisfy his wish, Atler changes his hair into strange hair shapes A Glamorous woman with long hair. Atler transforms himself into a woman.
Tetsu To bring back to life his young lover, who died 40 years ago To have a younger body again
Valnus To make his country, Russia, the greatest country in the world To become human
Yuan Nang She laughs at Atler for its weakness and decides to make him her follower and apprentice. She Kills Atler and becomes the mirror guardian

In the 2-players version, all the endings are changed, as only the wish of one of the players can be granted by the Mirror Guardian.

Characters Ending
Marion-Ash Marion's wish is fulfilled. She wishes to grow up because she thinks this way Ash will like her more, but, when she has already grown up, Ash refuses her saying he "is not interested in older woman"
Marion-Tetsu Marion and Tetsu are arguing about who's whish will be granted. While they are arguing, The Trump sneakes out and wishes the strongest robot in the world. They conquer the world in three hours but, thirty minutes later, they run out of battery
Marion-Valnus Valnus thinks Marion is going to wish something about her family, but instead, she wishes to conquer the world
Marion-Yuan Nang Marion and Yuan argue about the wish. Pomme-Pomme, who is watching them arguing, wishes they would stop arguing. Atler concedes his wish
Ash-Yuan Nang They both think about a wish. Atler asks someone for a wish but they want "to think for a while". Atler interprets it as their wish
Ash-Tetsu Tetsu wants a handsome boyfriend, while Ash wants a space rocket. Atler makes a handsome rocket space boy
Ash-Valnus They become great adventurers in the universe
Tetsu-Yuan Nang They become inmortals and, at some point (when the earth has already been destroyed) they get bored of it
Tetsu-Valnus Tetsu wishes to transform Valnus into a human (expecting him to be handsome)
Valnus-Yuan Nang Yuan wishes to be the strongest person in the world and, after that, hits Valnus

Level Analysis

Enemies and Structures

Common Enemies

List of enemies that appear in more than one level.

Image Name HitPoints Score Description
Trump Airship 19 500 Shoots four bullets at fixed points. Only moves forward at steady pace, and stops twice for a second. Appears in: Mine, Castle, Village, Sea and Jungle.
Heavy Armored Robot 87 4,000 Shoots 4 bullets evey time. Two aim at your left and two at your right. Appears in: Castle, Village and Jungle.
Rotating Turret 2 500 Always aims at you. Shoots at your position one single bullet. Appears in Mine, Castle, Village and Sea.
Red Bomb 1 200 Moves in fixed paths. Doesn't shoot. Appears in Mine, Castle, Village and Sea.
Turretcopter 1 200 Shoots directly towards you. Appears in Mine, Castle and Jungle
Claude's Ground Robot 89 6,000 Two diferent patterns. Doble forward shot and double multi-diectional shot. Appears in Castle and Jungle.
Ace's Ground Robot 92 6,000 Two different patterns. two double shots, and four double shots followed by two triple shots. Appears in Village and Jungle.
Claude's Airship 92 5,000 Two different patterns. two multi-directional shots, and two tri-directional shots. Appears in Sea and Village.
"The Boss" Ground Robot 92 6,000 Two different patterns. Two double shots, and a faster single double shot. Appears in Village and Jungle.
Flying Gunner Robot 8 400 Shoots one bullet aiming at you. Appears in Village and Sea.

Castle level

Image Name HitPoints Score Description
Castle Mortar 20 4,000 Multi-directional attack. Shoots twice.
Castle Structure 1 10 3,000 Structure.
Castle Turret 20 1,000 Shoots two bullets at steady pace.
Castle Structure 2 25 3,000 Structure.
Vase 12 0 Structure. Only gives Coins.
Boss: Robot Knight (Phase 1) 396 0 Three different patterns. Steady multi-bullet shots aimed at you, full round multi-bullet shots, steady tri-directional shots.
Boss: Robot Knight (Phase 2) 347 25,000 Tri-directional lance attack, multi-directional shield attack, and multi-directional helmet attack.

Jungle level

Image Name HitPoints Score Description
Beecopter 1 200 Diagonal movements, one-bullet shots.
Jungle Cottage 10 200 Structure that covers things.
Red Machine Gun 15 400 Multiple double shots.
Mounted MiniTurret 5 200 Simple shots.
Flying Cannon Robot 6 500 Shoots one bullet forward, backward and sideways.
Boss Part: Fortress "Feet" 70 2,000 Shoots two bullets twice and one bullet twice.
Boss Part: Fortress Side Guns 25 1,000 Multiple double shots.
Boss: Flying Fortress (Phase 1) 90 0 Multiple tri-directional attack.
Boss Part: Fortress Turrets 80 1,000 Multi-directional shots.
Boss Part: Fortress Auxiliary Engine 24 2,000 Doesn't shoot.
Boss: Flying Fortress (Phase 2) 245 15,000 Two different patterns. Fast single bullet shot, and five Penta-directonal shots.

Village Level

Image Name HitPoints Score Description
Window Cannon 5 200 Doesn't aim at you. Shoots bullets in both diagonals at steady pace.
Chimney Cannon 10 200 Shoot aiming both your left and right.
Rooftop Cannon 10 200 Shoots twice at you.
The Trump Robot Trio 116 each 6,000 each Same patterns as when found alone but with more health.
Train Turret 30 600 Each shoots twice towards you.
Train Machine Gun 23 400 Constantly shoots aiming at you.
Machine Gun Wagon 150 1,000 Each shoots towards you.
Boss Part: Railbot Arms 77 2,000 Moves forward to shoot in all directions.
Boss: Railbot 300 10,000 Multiple patterns interleaved. Constant two-bullet shots, constant two and three bullet shots.

Sea level

Image Name HitPoints Score Description
Aquatic Rotating Turret 2 500 Same as Rotating Turret but moves across the sea.
Turret Tower 48 2,000 Same attack pattern as current Turrets (see in Common Enemies).
Trump Boat 60 1,000 Two different patterns. multi-dimesional attack, and aimed four-shot burst.
Dock Turret 15 400 Simple aimed shot.
Dock Building 55 800 Structure.
Ace's Airship 92 5,400 Two patterns. Constant triple shot, and fast single shot.
Ship Turret 30 800 Same as Train Turret and Castle Turret.
Ship Cannon 28 2,000 Simple big shot.
Ship Shooting Pole 165 5,000 Diverse multi-directional shots.
Ship Main Turret 275 10,000 fixed steady multidirectional shots.
Boss Part: Pterodactile Wing 160 4,000 Multiple bi-directional double shots.
Boss: Pterodactile Robot 373 10,000 Aimed double shots.

Mine Level

Image Name HitPoints Score Description
Rail Tank 50 5,000 Constanly shoots two bullets at you.
Oil Tank 19 1,000 Structure. Contains Coins.
Heavy Armored Airship 90 5,000 Two different patterns. Double shoot forward and multi-directional shoot.
Boss Part: Robot Machineguns 40 2,000 Steady one-bullet shots.
Boss Part: Robot Shoulders 118 3,000 Two patterns. Same attack pattern as Robot Machineguns, and seldom two-bullet shots.
Boss: Rail Armored Robot 298 8,000 Faster then the other part's individual bullet shots.
Boss: Flying Core 469 15,000 Two different patterns. Multi-directional attack, and two forward bullets. Also creates Boss Part: Flying Bomb.
Boss Part: Flying Bomb 4 500 Fast and constant linear bullets towards you.

Ruins level

Image Name HitPoints Score Description
Pilar Machinegun 10 1,000 Steady two-sullet shots.
Temple Pilar 18 800 Structure.
Midboss: Claude's Airship Unknown* 5,000 Doesn't shoot by itself, uses its turrets.
Midboss: Ace's Airship Unknown* 5,000 Doesn't shoot by itself, uses its turrets.
Midboss: The Boss' Airship Unknown* 5,000 Doesn't shoot by itself, uses its turrets.
The Trump Trio turrets 40 1,000 Two different patterns. double penta-directional shot, and double multi-directional shots.
Midboss Part: The Boss' Red Rocket Unknown* Unknown* Steady multi-directional shots.
Boss: Flying Totem 1 294 10,000 Two attack patterns. constant single-bullet shots, and double multi-directional shots.
Boss: Twin Small Totems 270 7,000 Two attack patterns each. constant single-bullet shots, and triple multi-directional shots.
Boss: Golden Flying Totem 350 10,000 Three attack patterns. eight triple-shots, constant triple-shots, and shots four flying rotating cubes.
Boss Part: Totem Cubes 20 500

Sanctuary level

Image Name HitPoints Score Description
Self Defense Weak Pilars 8 1,000 Steady single-bullet shots.
Midboss 1: Self Defense Pilars 211 2,000 Several attack patterns. sigle steady shots, multi-directional shots, double multi-directional shots, fast double attack, and simultany multidirectional and double aimed shots.
Red Flying Mines 10 800 Steady single shots, when killed, multi-directional shots.
Shooting Wall Two tri-directional shots.
Midboss 2 Part: Pilar 33 2,000 Two patterns. Single aimed shot, and qudra-directional shot.
Midboss 2 Coffin 60 0 Structure.
Midboss 2 Second Form 137 8,000 Steady pattern of two tri-directional shots, two bi-directional shots and two quadra-directional shots.
Midboss 2 Part: Flying Blue Orbs 2 300 Single aimed shot. All shoot at the same time.
Ground Shooting Thing 12 800 Single bullet shot.
Mayan Dragon Head 305 6,000 Steady tri and quadra-directional shots.
Boss Phase 1: Fish form 200 7,900 Three tri and bi-directional shots. Also summons spheres that shot in cross.
Boss Phase 1: Knight form 230 5,000 Two different patterns. Three multi-directional shots, and multiple three-bullet bursts. Also summons two minions that shot double shots in all directions.
Boss Phase 1: Hairy sphere 180 10,000 Two different patterns. A tri and a bi-directional shots, or three shots, a tri a quadra and another three-directional shot.
Boss Phase 1: Morphic Omunculus form 164 6,000 Two different patterns. multiple tri-directional shots, and two multi-directional shots. Also summons spheres that shots at you, three at a time.
Boss Phase 2: Giant Skull form 340 6,000 Two different patterns. multiple forward shots, twice at a time, and four multi-directional shots. Also summons small skull that can shot steady tri-directional shots.
Boss Phase 2: Tanookie form 340 12,000 Shots two multi-directional shots. Also summons five spheres that he shots steadily at you, one at a time.
Boss Final Phase: Dragon form 610 10,000 Steadily shot two quadra-directional shots and two tri-directional shots.

Atler's level

Image Name HitPoints Score Description
Golden Centinel 4 500 Steady triple attack.
Sarcophagus 78 2,000 Structure.
Midboss: The Trump Final Robot Phase 1 60 5,000 Constant tri-directional shots to all directions.
Midboss: The Trump Final Robot Phase 2 125 5,000 A five-burst shot of one two, three, two then one bullets.
Midboss: The Trump Final Robot Phase 3 130 5,000 Constant two-bullet bursts.
Midboss Part: The Trump Final Robot Phase 3 Machine Gun 40 500 Constant three-bullet bursts.
Midboss: The Trump Final Robot Phase 4 125 5,000 Constant multi-directional shot.
Midboss: The Trump Final Robot Phase 5 220 20,000 Steady multi-directional shot.
Midboss Part: The Trump Final Robot Phase 5 Mini Helicopters 5 500 Steady forward bursts.
Midboss Part: The Trump Final Robot Phase 5 Arm 100 800 Steady forward bursts.
Midboss Part: The Trump Final Robot Phase 5 Gun 40 500 Steady tri-directional shots.
Midboss: Seal 356 10,000 Two attack patterns. Constant all-rounded shots, and triple penta-diectional shots.
Final Boss: Atler, the Mirror Guardian 1,200 32,000 Several attack patterns. 4 Multi-directional shots, 6 multi-directional shots, double multi-directional shots. Also summons a giant pilar that shots a tri-directional shot, two giant spiky balls that move through the screen and 5 small fairies that shot a two-bullet shot.

*In this case, this Midboss is defeated by the following Midboss before it is possible to calculate their Hitpoints in an accurate way.

Items

Image Name Description
Power Up Power Ups will upgrade the character's attack someway. If the player has already the maximum amount of power ups, they will instead award 2,000 score points.
Bomb Bombs can be taken by the player and be used later to fire a powerful attack. If the player has already the maximum amount of bombs, they will instead award 10,000 score points.
Coins Coins will appear when destroying some parts of the scenario. Taking them awards 200 score points to the player.

Gameplay

The player plays the game using 3 mechanics: moving, shooting and firing bombs. The character's movement is 8-directional, which means that it's restricted to moving up, down, left, right, and diagonally.

The game has eight levels: Mine, Jungle, Castle, Village, Sea, Ruins, Sanctuary and Atler. From those eight, the player can only play seven levels per run. The first four levels of the game will be randomly chosen from Mine, Jungle, Castle, Village and Sea. After completing the first four levels, the fifth one will be skipped, and the player will instead access the Ruins, then the Sanctuary, and finally Atler's level, where the final battle of the game will take place.

When playing a level, the camera will move forward (or diagonally in some parts of the Sea and the Ruins) automatically, so the player can't control it. As the character proceeds through the level, many enemies of different kinds will appear and attack the player. Each enemy needs to be hit a certain amount of times to be destroyed, and killing an enemy will achieve score points to the player, which can be seen in the Game HUD, and are different for each enemy. Also, there are parts of the scenario that aren't harmful, will achieve score points, and will reveal something hidden behind them, like more enemies, or coins, or drop a pickup (Bombs or Power Ups). At the end of each level there is a boss, a big enemy which usually has more than one part and is harder than regular enemies. Bosses always appear at the end of levels, but in the last three levels of the game (Ruins, Sanctuary and Atler) there are other bosses before the end, being Atler's level the one with the greatest amount of bosses (3 in total). If the player isn't able to kill a boss before a specific time limit, it will automatically be destroyed, and it won't score any points to the player. If the character gets hit by a bullet, it dies, but it won't die if it collides with an enemy. However, if the character collides with a boss, it will die anyways (to prevent the player from dodging easily some attacks). Also, when colliding with enemies, the player will lose a Power Up level.

When the player hits the shoot button once, a 4-shot barrage is fired. If the button is repeatedly pressed, shot barrages will connect and the character will shoot constantly. Also, if the shoot button is pressed for some seconds, the character will charge up, and perform a powerful attack upon button release, that deals much more damage than single hits. During the levels, enemies or other destroyable structures (like cottages, castle parts, pillars, statues...) may drop PowerUps. These PowerUps will be taken by the player if he touches them, and will upgrade the character's main shooting (but the charged shot stays the same). At 3 PowerUps taken, the character will get to its maximum shooting power, and if more PowerUps are taken they will give 2,000 score points instead.

Also, if the player hits the bomb button, all enemy-fired projectiles that are currently in screen will be eliminated, and a powerful attack will be unleashed by the character, which will deal massive damage to any enemy it hits. Unlike regular shots, the player can't keep using bombs repeatedly. First, because there is some delay needed between each bomb use, and second because bombs are limited, and the player needs to collect them through the level (just like Power Ups). As Power Ups, when the player has the maximum amount of bombs, six, subsequent bombs will not be taken, and give 10,000 score points to the player.

Each of the five main characters of the game has a unique shooting and bombing animations and mechanics.

Character Shot Charged Shot Bomb
Ash 0 PwUps: Fires 2 green lasers. 1 PwUp: Fires 3 green lasers instead. 2 Pwups: Now fires 4 lasers at once, and for each 2 shots he will fire a shockwave from each of his shoulders (each shockwave acts as a singular projectile). MaxPower: Ash shoots 6 lasers now. Also, the shockwave's fire rate and size are increased, dealing more damage. Ash's charged attack is a white, large energy shot, that will scatter into nine smaller shots upon contact with an enemy. As the scattered shots will instantly hit the enemy that the big shot did hit, it's hard to see them, and the player may only notice the 2 shots that go left and right. Ash drops a bomb (which is the only bomb in the game that resembles the actual bomb icon in the HUD) to the ground, which after a short delay will make a large, circular explosion, dealing damage to all enemies in the area of effect
Marion 0 PwUps: Fires a blue magic beam. 1 PwUp: Fires 2 magic beams per shot. 2 Pwups: Fires 3 beams, one goes up, one goes top-left and the last one goes top-right. She also now shoots 2 magic stars that will aim automatically at the closest enemy and hit them. MaxPower: Each of the 3 beams becomes a 2-beam shot like at 1 PowerUp, and shoots 6 stars instead Marion shoots forward her rabbit Pomme-Pomme, surrounded by magic power Marion's bomb shoots magic waves twice in each of the 8 directions
Valnus 0 PwUps: Fires 4 beams. 1 PwUp: The beams get larger and deal more damage. 2 Pwups: Now 6 beams are fired instead, and also Valnus will shoot a green laser from each of his shoulders. This laser will hit all enemies in a straight line. MaxPower: The beams get even larger and deal more damage, and Valnus will shoot two lasers from each shoulder. Valnus ejects his fist forward in mid-range, dealing a very high amount of damage to any enemy it hits (Valnus shouts "Rocket Punch!" when using this attack, so that may be its name). Valnus' bomb are 4-directional lasers, which work just like the ones he fires from his shoulders, but dealing much more damage
Yuan-Nang 0 PwUps: Fires two energy beams. 1 PwUp: Fires now 3 beams. 2 Pwups: Fires 4 beams, and also creates two energy swords, one at each side of the character, that go forward and hits several enemies. MaxPower: Fires 6 beams, and generates swords more quickly. When Yuan-Nang charges her shot, she starts to rotate her rod, and when released, she attacks extending it in front of her Yuan-Nang's bomb creates multiple copies of herself that swipe the screen from top to bottom, stopping when they collide with an enemy, dealing damage to it. If the copy isn't able to leave the screen naturally (by eliminating all enemies in its path), it will disappear after some seconds.
Tetsu 0 PwUps: Shoots a bullet from each of his flying-bike's machine gun's (one at each side). 1 PwUp: Each machine gun shoots now 2 bullets, for a total of 4. 2 PwUps: Each machine gun shots now 4 bullets, and Tetsu's flying-bike also shooots 2 missiles in a straight line in front of him, which will explode upon contact with an enemy. MaxPower: At max power, each of the machine guns shoots 5 bullets, for a total of 10, and the missiles' fire rate is doubled Tetsu's charged attack fires a barrage of 16 missiles, which will act as the missiles fired when at Max Power When firing a bomb, Tetsu will drop two explosive barrels to the ground, that will create a line of fire that will advance forward until going out of the screen

Note: When firing more than one projectile, they count as one only projectile. So, for instance, Marion's double shot when having one power up will count as one projectile, or all of Valnus' shots.

When defeating Atler, a dialogue between the character/s and the Mirror Guardian will take place, and if there is only one player, he/she must choose between two options, which will trigger each of the character's endings.

Controls

The Gunbird arcade cabinet has a stick and 3 buttons for each player. The stick controls the movement of the character, as usual in shoot 'em ups. The "FIRE" button, in red, fires the character's main shot, "BOMB" button, in yellow, fires a bomb if the player has any, and the white button, "START", is used to start the game and to skip cutscenes. If player one is currently playing, player two can hit his "START" button to enter the game, if there are any coins left.

In the Sega Saturn version, the player moves the character with the controller's D-Pad, fires with "A" and uses the bomb with "B". The "START" button is the own START button of the controller. In the PlayStation and PlayStation 2 versions, the player moves the character either with the D-Pad or with the left stick of the Dualshock controller, fires with "X", uses the bomb with "◻". As in the Saturn, start buttons are the same.

Difficulty

The difficulty of the games at the arcades is set to be nearly impossible to complete without using more money. Within that category gunbird difficulty is in the upper part of the spectrum. The game is meant to be hard even for two players playing simulaneously so its made to be larger than others similar to it.
All the bullets in the game kill you with one hit, enemies can drop bombs when they are killed so you can use more than two per game, and once you beat the full game, before reaching the end you must replay it again with harder attack patterns and more enemies.

The four first levels have an increasing difficulty, meaning if you play Sea level the first one it will be easier than playing it the fourth one.

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