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Gunpey
Gunpey
from Wikipedia
Gunpey
Logo of the WonderSwan version
GenrePuzzle
DevelopersKoto Laboratory
Q Entertainment
Art Co., Ltd
TOSE Co. Ltd
PublishersBandai
Bandai Namco Entertainment
PlatformsArcade, WonderSwan, WonderSwan Color, PlayStation, Nintendo DS, mobile phone, PlayStation Portable, iOS, Android
First releaseGunpey (WonderSwan)
March 4, 1999
Latest releaseGunpey (PSP)
November 14, 2006

Gunpey (Japanese: グンペイ, Hepburn: Gunpei), often written as Gun Pey or GunPey, is a series of puzzle video games released by Bandai. It was originally released for the WonderSwan, and has been ported to WonderSwan Color, PlayStation, Nintendo DS and PlayStation Portable. The game was named as a tribute to the developer of the game, Gunpei Yokoi.[1] He is known for developing several handheld consoles such as Nintendo's Game Boy, Virtual Boy, and Bandai's Wonderswan system. In the series, players move line fragments vertically in a grid in order to make a single branching line connect horizontally from one end to the other. The objective of the game depends on the selected game mode.

Gameplay

[edit]
Screenshot of "Stage Mode"

Gunpey features a 5×10 cell grid and line fragments spread across it varying from shapes such as caret (∧), inverted caret (∨), left slash (\), and right slash (/). The player controls a cursor that can be moved around the playing field. The cursor only ability is to flip vertical adjacent cells, allowing the player to move line fragments or switch them with another segment. The goal of the game is to piece the broken lines together to form a connected line that connects horizontally from one end to the other. After a line is completed, the line will temporarily flash and disappear. The player can connect additional branching segments while it's flashing to achieve a combo bonus. A bonus is also awarded when all of the line segments are cleared from the playing field.[2]

  • "Endless Mode" features line fragments appearing from the bottom of the grid and gradually move to up to the top as more pieces appear. The rate at which the new pieces scroll up from the bottom increases as the levels go on. The game ends if any line fragments reach the top of the screen before they have been assembled into a full line.[3]
  • "Stage Mode" bears a resemblance to Endless Mode. The goal is to clear lines using a specific number of line fragments as they appear from the bottom of the grid. Once the number of lines has been cleared, the player can move on to the next stage. The number of used line fragments needed to clear a stage and the rate of new line fragments appearing increases as more stages are cleared.[3]
  • "Puzzle Mode" features a specific number of lines are set per each stage. All the line fragments must be connected without a single line remaining.[4]
  • "Story Mode" is a mode where the player battles against the CPU in order to progress the story. The goal is to clear lines with a certain number of lines similar to Puzzle Mode, however the CPU adds several mechanics that may affect progress such as shadowed-panels, side-scrolling grid, and falling bombs that can be thrown upwards against the CPU.[4] A vertical gauge is also featured. If the gauge is filled completely, the shadowed-panels disappear.[5] The Story revolves around a frog named Vincent as he saves a cat named Sherry from a group of outlaws. In Tarepanda no Gunpey, the story revolves around Tarepanda as he rolls around reaching specific destinations around the Earth and collecting photos of different Tarepanda slowly becoming a pile of Tarepandas.
  • "VS mode" allows two players to battle against each other. Players can choose difficulties between High, Normal, Low, and Poor. "High" rewards less SP per clearing a line as "Poor" rewards more SP.

Predecessor

[edit]

Gunpey was preceded in 1997 by an LCD game called Henoheno (Japanese: へのへの),[6] which is a shortened form of the Japanese phrase Henohenomoheji that describes faces made from Japanese Hiragana characters, in a similar but more freeform way than emoticons. This is reflected in the game's name that looks like a pair of glasses.

Games

[edit]
Original series
Title Release dates Platform Notes
Henoheno[a]
LCD game Predecessor to Gunpey.
Gunpey
WonderSwan Launch title for the WonderSwan. A special memorial pack version was released in celebration of reaching 200,000 sold copies.
Tarepanda No Gunpey[b]
WonderSwan The game features Tarepanda theme. A special edition bundle was also released containing the game and a Tarepanda-themed WonderSwan.[9]
Gunpey
PlayStation, Arcade An enhanced port of the original WonderSwan version by TOSE.[9] This version received its own arcade port by Banpresto in 2000.[11]
Gunpey EX[c]
WonderSwan Color Launch title for the WonderSwan Color. The game features new colored-base puzzles. The game is compatible with the Wondergate peripheral allowing players to play in multiplayer mode online and includes a new quit-restart function so players can take breaks,[13] but the Story Mode feature has been removed.[14]
Gunpey
NTT DoCoMo Cell phone version based on Gunpey EX.
Gunpey Rebirth
Title Release dates Platform Notes
Gunpey DS[d]
Nintendo DS Players have the option of using the touchscreen slide pieces up or down, or go with the classic using the D-Pad. There are two modes called Music Box, and G-Note, which add a slight variety to gameplay. There are nine playable characters, each with a different skin, and different sounds during gameplay.
Gunpey[e]
PlayStation Portable Reminiscent of Lumines, and has a total of 40 skins, which slightly "alter" gameplay. It offers two modes of play, "Original" and "Break". Break mode differs from original in that any line segments above a completed line will drop down after that line has been cleared. Additionally, the player is given the option in the main menu to play a 10 x 10 grid versus the default size for added difficulty.
Gunpeyard Flower Carnival[f]
iOS
Android
Developed by Namco Bandai. The game uses worms to represent line segments. It was discontinued on December 13, 2017.[26]

Reception

[edit]
Japanese and Western review scores
Game Famitsu GameRankings Metacritic
Gunpey 33/40[27] - -
Tarepanda no Gunpey - -
Gunpey EX - -
Gunpey DS 70.19% 70/100
Gunpey (PSP) 65.78% 62/100

Famitsu magazine scored the WonderSwan version of the game a 33 out of 40.[27] Retro Gamer ranked the original WonderSwan game #2 on its "Top Ten WonderSwan Games" praising its simplicity and variety of modes it offers.[28] Modojo gave Gunpey EX a 3 out of 5 giving it a mix review stating: "The fact is Gunpey's focus on individual circuits instead of complex combos coupled the clunky vertical shuffling of the wires made it an experience I couldn't lose myself in, like so many other titles. Still, it's good to see that the puzzle genre still has life left, and Gunpey EX is a fairly robust package".[29]

NintendoLife gave the game a 6 out of 10: "The concept just isn't compelling or addictive enough to grant the game classic status and the developers haven't really added anything to change that".[30] GameSpot gave both the DS and PSP version a 7.7 out of 10: "Not only is it fun and challenging, but it's got a crazy sense of style and a rewarding level of difficulty".[31] Eurogamer gave the PSP version 7 out of 10, praising its level designs and difficulty but criticizing the time it takes to play the game.[32] IGN gave the game a 6.1 out of 10: "Gunpey is a somewhat fun puzzle game, but it'll never reach classic status because it's one of those games that relies too much on random placement of tiles".[33] IGN, however, gave the PSP version a less favorable review criticizing the gameplay for it being dull and boring.[34]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Gunpey is a series of tile-matching puzzle video games originally developed by Koto and published by , with the debut title released in 1999 for the handheld console. The series is named as a tribute to , the renowned designer who contributed to the 's creation after leaving the company. In , players manipulate a scrolling grid of angular line segments using a dual-tile cursor to swap positions vertically, aiming to connect them into complete horizontal paths that "explode" and clear rows, preventing the accumulation from reaching the top of the screen. The franchise began as a Japan-exclusive effort to rival popular puzzle titles like , featuring a Wild West-themed story in its initial entry where a rescues a companion. Subsequent releases expanded the core mechanics with modes such as endless survival, timed challenges, puzzle-solving stages, and versus multiplayer. A sequel, Gunpey EX, followed on the Color in 2000, alongside a port of the original to the PlayStation in . In 2006, the series saw a revival and international debut through reboots developed by : Gunpey DS for , published by in , and Gunpey (also known as Gunpey-R in ) for PlayStation Portable, published by Namco Bandai Games. These versions introduced musical elements, where clearing lines synchronized with dynamic soundtracks and visuals, enhancing the rhythmic puzzle experience across 40 themed stages with ad-hoc multiplayer support. No further mainline entries have been released since, cementing Gunpey's niche status in the puzzle genre.

Overview and history

Naming and origins

Gunpey is a series in the puzzle genre, primarily developed by Koto Laboratory and published by , with the name serving as a direct homage to , the influential designer known for creating the Game & Watch and handhelds. Following Yokoi's death in a car accident on October 4, 1997, Bandai chose to honor his legacy through the game's title, deriving "Gunpey" from "Gunpei," his given name. The series originated as an expansion of Koto Laboratory's earlier LCD keychain game Henoheno, reimagined for a full format to emphasize innovative, accessible puzzle mechanics. spearheaded the initial development specifically for the handheld console, which Yokoi had helped design after leaving , positioning Gunpey as a launch title to showcase the system's capabilities. Released in Japan on March 4, 1999, the original Gunpey introduced a grid-based puzzle experience centered on connecting lines to clear the board, blending simplicity with strategic depth. Over its run from 1999 to 2017, the Gunpey series expanded across various platforms, including arcade, PlayStation, , PSP, mobile devices, and /Android, with subsequent versions handled by developers such as , Art Co., Ltd., and TOSE. Publishers evolved with Bandai's merger into Bandai Entertainment, while ports and adaptations were managed by entities like for Western releases of the and versions. This progression maintained the core tribute to Yokoi while adapting the line-connecting puzzle concept to new hardware and audiences.

Predecessor: Henoheno

Henoheno is a handheld LCD puzzle game released in 1997 by Koto Laboratory, the company founded by shortly after his departure from . The title derives from "," a traditional Japanese phrase and formed by arranging the hiragana characters へ (he), の (no), も (mo), and じ (ji) to create a simple cartoonish face, reflecting the game's thematic nod to creative pattern formation. Produced as part of the Hiro LCD Series, it was a compact, portable device priced at approximately ¥1,000 in , emphasizing Yokoi's philosophy of " with withered technology" through simple, low-cost LCD mechanics. In core gameplay, players control a character named Professor Henoheno on a small grid, swapping and positioning line segments that appear above and below the character to form continuous horizontal lines from left to right. The game features two modes: Mode A, an endless challenge where segments scroll upward and must be connected before reaching the top to avoid ; and Mode B, a static puzzle mode requiring the use of all available segments to complete a full connection. This design prioritizes strategic arrangement and quick decision-making over competitive elements, fostering a sense of creative problem-solving on the limited 6-line playfield, with successful connections clearing segments and awarding points. Henoheno directly influenced the development of Gunpey, marking a transition from its freeform segment-swapping puzzles to more structured, scrolling line-connecting mechanics while preserving the core simplicity suited for handheld devices. Koto expanded the concept for the 1999 release, enlarging the grid to 10 lines and introducing additional modes, effectively evolving Henoheno's prototype into a full series to Yokoi following his death in 1997. Due to its status as a limited-run keychain product in the Hiro series—only two of the seven games were designed by Koto—Henoheno units are now rare collectibles among enthusiasts of early handheld and Yokoi's work, often appearing in sealed or near-mint condition at premium prices on secondary markets.

Gameplay

Core mechanics

Gunpey is played on a 5×10 grid playfield, where line fragments in the shapes of forward slashes (/), backward slashes (), carets (∧), and inverted carets (∨) rise continuously from the bottom. These fragments appear in fragmented patterns across the columns, advancing upward at a steady pace unless cleared. The primary objective is to manipulate these fragments to form complete horizontal paths that connect from the left side of the grid to the right, clearing them to score points and prevent the stack from overflowing at the top, which ends the game. Players achieve this by controlling a cursor that spans two vertically adjacent cells, which can be moved left, right, up, or down across the grid; pressing an action button swaps or flips the fragments in those two cells to align connections. Successful alignments create branching or straight lines, and when a full horizontal path is completed—typically spanning at least five cells— the connected fragments disappear, causing any fragments above to drop down in some rule variants. Scoring is determined by the length and quantity of cleared connections, with points awarded based on the number of fragments removed in a single clearance; longer or multiple simultaneous lines yield higher rewards, and brief windows after a clearance allow for chain extensions to build combos. Incomplete lines reaching the top incur no direct penalties beyond accelerating the overflow risk, but efficient play emphasizes rapid alignments to maintain control over the rising stack. A distinctive feature of later entries in the series is the integration of musical elements, where clearing lines produces synchronized sound effects that contribute to an interactive electronic soundtrack, enhancing the rhythmic feel of gameplay.

Modes and variations

The Gunpey series offers a variety of modes that extend the core flipping mechanics into different formats, emphasizing , structured challenges, elements, and . These modes are present across multiple releases, with adaptations tailored to platform capabilities. Endless mode provides a survival-style experience where players continue playing until the playfield overflows, focusing on achieving high scores through sustained line clears. Pieces fall at progressively increasing speeds, and the mode supports options like single or double playfields, with scoring based on combos and levels reached. Timed variants limit play to durations such as 2 or 5 minutes, adding pressure to maximize clears within constraints. Stage and puzzle modes introduce pre-designed levels with specific objectives, such as clearing a set number of tiles to advance stages or using a limited number of fuse pieces to trigger a single field-clearing explosion. These formats often incorporate obstacles or patterned piece drops to test strategic planning, with progression tracked by stage completion rather than endless survival. Players can adjust starting speeds and heights to customize difficulty in stage variants. Story mode, featured in select titles like the and DS versions, delivers narrative-driven campaigns where players progress through character-based scenarios, unlocking abilities or themes upon completion. In the DS edition, this takes the form of Frontier Mode, a battle series against opponents with infinite continues, emphasizing character selection for varied strategic advantages. VS mode supports competitive multiplayer, allowing players to influence each other's playfields through direct opposition. Local play in the DS version pits two players against one another, with chosen characters enabling special attacks that send disruptions or alter conditions on the opponent's side. Earlier iterations, such as the PS1 release, feature side-by-side screens for simultaneous head-to-head matches without online connectivity. Series-wide variations enhance the core experience, including musical syncing where player actions generate sounds that harmonize with dynamic soundtracks, particularly in DS titles tied to character or theme selections. Touch controls appear in the DS version, enabling intuitive line dragging via stylus for faster manipulation compared to button-based navigation. Adjustable difficulty options, such as easy/medium levels or rule sets like "Break" mode (where uncleared pieces drop to prevent instant overflow), allow for speed and challenge tuning across modes.

Releases

WonderSwan and early versions

Gunpey debuted on the handheld console on March 4, 1999, serving as one of the system's launch titles developed by Koto Laboratory and published by exclusively in . It included five basic modes—Endless for continuous play, Stage for level-based challenges, Story for a narrative progression, Free for casual sessions, and Puzzle for predefined scenarios—optimized for short, portable gameplay sessions on the go. Designed with the 's battery efficiency and vertical orientation in mind, the title emphasized simple controls using the system's and buttons to shift pieces efficiently. Following the original's success, Tarepanda no Gunpey was released for the on December 9, 1999, as a themed spin-off integrating the popular mascot from , exclusively in . It incorporated character-themed visuals and backgrounds while maintaining the black-and-white aesthetic. The game expanded on mode variety by adding a dedicated Tarepanda story mode alongside the standard Endless, Stage, Free, and Puzzle options from the predecessor, allowing players to unlock character interactions through puzzle completion. A special edition bundle paired the cartridge with a custom Tarepanda-themed console, enhancing its appeal as a crossover product. Gunpey EX arrived for the Color on December 9, 2000, introducing vibrant color graphics that transformed the series' visual style with dynamic backgrounds and multicolored line pieces, exclusively in . This enhanced version built on the original by adding new stages, improved animations for clearing lines, and refined difficulty progression across modes like Endless and Stage, while preserving the portable optimization central to Koto's design philosophy. The color palette not only elevated the aesthetic but also made piece differentiation clearer, contributing to smoother gameplay on the upgraded hardware. Early ports expanded the game's reach beyond handhelds, but remained exclusive to . The PlayStation version, developed by TOSE and released on December 16, 1999, enhanced the original with full for mode transitions and an improved versus system supporting local multiplayer battles. In 2000, ported it to arcades on January 17, incorporating dedicated cabinet controls like joysticks for vertical piece shifting and coin-operated sessions that mirrored the handheld's quick-play focus. Initial sales in Japan were bolstered by the 's competitive pricing and Gunpey's role as a flagship title, contributing to the system's early market traction.

Later ports and spin-offs

In the early 2000s, released a Java-based adaptation of Gunpey for mobile phones exclusively in , simplifying the graphics and controls to fit the constraints of hardware while retaining core line-connecting mechanics. Gunpey DS, developed by and published by Games in and by in , launched in on October 19, 2006, followed by a North American release on November 17, 2006. This iteration emphasized musical elements, with 40 varied backgrounds and synchronized audio tracks that reacted to player actions, alongside dual-screen support for simultaneous gameplay views and touch-screen controls for flipping line segments. It also introduced wireless multiplayer for up to two players, building on the single- and double-screen modes from prior entries. A companion portable remake, Gunpey for (known as Gunpey-R in ), developed by and published by Namco Bandai Games in and by in , was released in on November 17, 2006, and in on January 11, 2007. It featured enhanced audio with dynamic soundtracks and ad-hoc wireless multiplayer for competitive head-to-head matches. The title included unlockable skins and challenge modes, offering a refined experience optimized for the PSP's hardware while maintaining the series' branching line puzzle foundation. Bandai Namco revived the franchise in 2017 with Gunpeyard Flower Carnival, a spin-off for and Android devices released worldwide on March 28. This version rethemed the gameplay around floral motifs, using colorful worm-like segments that players connected to bloom flowers upon completion, incorporating touch-based controls and progression systems with in-app purchases for boosts. The game was discontinued on December 13, 2017, after less than a year of availability. No new Gunpey titles have been released since 2017, leaving the series dormant as of 2025.

Reception

Critical reviews

The original version of Gunpey received positive reviews in , with awarding it a score of 33 out of 40 for its addictive simplicity and effective use of the system's portability and vertical orientation. Critics praised the game's straightforward line-connecting mechanics as engaging and easy to pick up on the go, though some noted it lacked the enduring depth of established puzzle titles. Gunpey DS, released for the , earned a score of 62/100. Reviewers lauded its integration of pulsing music and sound effects with the puzzle gameplay, creating a rhythmic experience reminiscent of while emphasizing the unique line-flipping concept. However, it faced criticism for its relatively short length and limited content, which reduced long-term replayability compared to more expansive puzzle games like . The version, simply titled Gunpey, scored 62/100 on and 65.78% on . It was noted for its stylish visuals and diverse skins, which added aesthetic appeal to the core mechanics, but reviewers often highlighted repetitive as a drawback, making it feel less innovative over extended sessions. Across releases, critics generally praised Gunpey's distinctive line-flipping puzzle and strong visual , which set it apart in the . Reception was mixed regarding depth and replayability, with many comparing it unfavorably to for lacking sufficient strategic layers or variety to sustain interest. Initial acclaim was stronger in , bolstered by player loyalty to the platform and its creator's legacy, whereas Western reviews were more tempered due to the series' niche appeal outside portable puzzle enthusiasts.

Legacy and influence

The Gunpey series experienced modest commercial success, largely confined to the Japanese market due to the platform's regional exclusivity. The original release in 1999 became a flagship title for the system, with reports indicating that nearly half of all owners included Gunpey in their collections, underscoring its appeal amid competition from dominant handhelds like the Game Boy Color. Overall hardware sales reached over 3.5 million units, supporting software like Gunpey that contributed to more than 10 million cassettes sold across the lineup. Later ports to the and in 2006 received Western releases, but the series remained niche outside , with no publicly available sales figures suggesting limited global penetration. Bandai adapted Gunpey for mobile platforms as part of efforts to update classic titles for emerging , though these versions ceased support without widespread download metrics reported before eventual service endings typical of early mobile games. The tribute to , the renowned designer behind the Game & Watch and , highlights the series' role in perpetuating his philosophy of " with withered technology," emphasizing innovative, accessible handheld experiences that influenced portable gaming design. Gunpey's fusion of tile-matching puzzles with rhythmic, music-driven visuals pioneered elements seen in subsequent niche titles blending gameplay and audio feedback. Early iterations, including the LCD-based predecessor Henoheno keychain game and releases, have gained rarity value among retro collectors, appealing to enthusiasts of Japanese handheld obscurities. The Color edition, Gunpey EX, commands secondary market prices of $63 for loose copies up to $120 for complete sets, reflecting its status as a sought-after artifact from a short-lived console era. As of November 2025, no official new entries or major ports have emerged since the 2006 DS and PSP versions, though the series maintains niche interest among retro gaming communities via emulation and collector markets. The absence of Western localization for the foundational titles constrained its broader cultural footprint, confining significant impact to dedicated puzzle enthusiasts and Yokoi admirers.

References

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