Gal*Gun

*For the main series, see Gal\*Gun (series)*

* Xbox 360
* PS3

* Fill in Story section
* Complete Gameplay section

***Gal\*Gun*** (ぎゃる☆がん *Gyaru Gan*) is a Japan exclusive rail shooter game (referred to as a "3D Eye Shooting" game in marketing) that was developed by Inti Creates and published by Alchemist Entertainment. The game released on January 27th, 2011, on the Xbox 360. A PS3 port with additional features was released on February 23rd, 2012.

A remastered version was announced on September 26th, 2020 as *Gal\*Gun Returns*, and released on Nintendo Switch and on PC via Steam on February 21st, 2021. This release was the first time original *Gal\*Gun* was available worldwide and localized.

## Development History

### Xbox 360 Version

(**Note**: *A majority of information is sourced from Japanese-only interviews, so there may be mistranslations or inaccuracies*)

Around 2007, Inti Creates had an in-house competition, in which teams of three would come forward with a concept for a "2D side-scrolling action game with online elements" (another interview labelled it as "Multiplayer 2D Side-scrolling ACT game"). Masanori Ito, along with two other members, submitted a concept, but their pitch was criticized by Inti staff for being too "stiff," and was suggested to think of something more silly.

On his own, Ito then developed the concept for *Gal\*Gun* and the character designs. Supposedly, Ito came up with the idea for *Gal\*Gun* when he saw a shooting game at an arcade, and thought, "it would be fun if the enemy was a girl and she approached me." Hence, this is why he chose the genre to be a shooting game, rather than an adventure one. The idea was well-received within Inti, receiving praise for the interesting setting and easy to grasp concept, but Ito and other members of the company did not seriously think the game would be made. After all, the only requirement of the competition that the proposal fulfilled was being a multiplayer game. The company's higher-ups were split on opinion, but the concept of their early titles involved "mecha and beautiful girls", and *Mega Man Zero* also featured "mecha and beautiful girls." There wasn't any title that focused solely on "beautiful girls," so the company was interested in creating it.  Inti Vice President Yoshihisa Tsuda (known for his involvement for Inti's *Mega Man* games at the time, and later the director of the *Azure Striker Gunvolt* series), gave his approval, believing the game could prove to be popular. The original proposal was officially submitted in 2008.

They developed the system for a shooting game, in which girls would approach you, featuring aim-and-shoot gameplay and on-rails movement, However, the "game system and treatment of the heroines" was different from the final product. According to Satoru Narita, "Rather than a gal game, it was a somewhat maniacal game using..... girls to customize and enhance the heroine. In that sense, it was more of an 'Inti' game." The heroine would be customizable using parts picked up throughout the game, with the ultimate objective being defeating the mob girls to reach the heroine, and confess your love to end up in a relationship. As more traits are added to the heroine, she becomes a more formidable foe, and after defeating her, the player could upload their customized heroine online and challenge others to "Beat my heroine if you can!". This version of the game was also originally targeted to release on the Nintendo Wii. At the time though, they only had the system and no scenario to go with it. This apparently changed with Alchemist's involvement.

Early on, it was uncertain whether the game would use 2D or 3D, and months were spent on making prototypes. Initially, the team considered using 2D animation, which they believed better for expressing cuteness, but decided against it due to the sheer amount of drawings required for such a task, especially since the girls could be seen from various angles and hiding places. Ito preferred 3D from the beginning (partially due to using 3D shooting games as reference), but 3D ended up the final style out of the need to save costs and increase the freedom of movement. Were it not for this decision, Doki Doki Mode might not have been in the game.

There was a 6 month period in which only two people were actively working on the game: Ito and the background designer. Since the programmer had quit the project, this lead to them wondering if the game would be cancelled.

Inti Creates had brought the prototype version of *Gal\*Gun* to various companies to publish the game, but each time was rejected due to how radical the project was, as well as the costs that would be associated with the server maintenance and management for the multiplayer aspect of the game.

The end of January 2009 was when Inti approached Alchemist with the game, which was possible because an Inti sound producer was acquainted with Nakagawa, one of their producers. Alchemist had a reputation of being good at selling games featuring girls, so the prototype was brought to Nakagawa. Upon seeing it, Nakagawa thought the game would prove to be great idea. He did have some criticisms though. He described the prototype's girl expressions upon being shot as "extremely painful," and thought "This can't be released!" (as-is). Nakagawa's involvement increased the rate of development and refinement significantly. Alchemist insisted the game needed to be more erotic. Due to this, a Wii release wasn't deemed feasible, and the scenario and gameplay were changed to fit. The original plan was viewed as acceptable for an arcade game, but for a console game, all the characters needed to have appeal, which conflicted with the "editing and creating a heroine" aspect of the project. Thus this aspect of the proposal had to be dropped.

After the meeting, the platform decision was re-evaluated. The PlayStation 3 and PSP were considered, and Narita even gave a proposal with the PSP chosen as the platform. In the end, however, the Xbox 360 was the platform of choice for a couple reasons. Firstly, ease of use for the Xbox 360's development tools was cited, as well as the prototype's development having taken place on PC. Additionally, the Xbox 360 had a large market for shooters and girl-focused games, and despite the game not being an FPS, it was concluded that the target market would align closely.

The 3D modeling of the girls was described by Narita as "nothing but hardship." The models of the game didn't resemble Ito's illustrations, and instead were chibis about four heads tall. Alchemist pointed out this style lacked sex appeal, and instead the models needed to resemble that of a "gal game." Thus the team remodeled the girls to more closely match the illustrations, but the resulting models were described as "scary." Because Inti Creates lacked experience with 3D modeling, they had to gain the know-how during development. The motions of the models were also a struggle, with the process being Ito developing a storyboard for the motion team and having them recreate the movements, repeated many times. In particular, the animations of the girls being shot looked painful because the motions made it look as if the girls had been shot by a bullet, falling and lying on the ground. Lots of consideration had to be put into the movement, with Narita receiving advice from Nakagawa during the latter half of development.

Design work for the heroines went smoothly for Ito, although he had a hard time making the designs have eroticism without being obscene, especially since he was in charge of the erotic aspects in particular. Akira Hibuki was the first heroine he thought of and designed, with it being his favorite due to his fondness for ponytails. Kaname Nonomiya was designed as plain yet meant to leave a lasting impression, with the only standout detail being her hair. She and Kaoruko Sakurazaki's designs also came about easily, but their hair design was a source of trouble for the modelers. Kaname was the first character modeled by Narita partially due to the challenge her hair seemed to present, while Kaoruko's twintails and ribbon swaying caused a great deal of pain for the programmers. Aoi's guitar posed a greater challenge to model than the character herself.

Ito and the team decided on the total amount of characters being 70: 20 normal students in each grade, 1 discipline committee member each grade, 1 teacher each grade, and the four main heroines (in hindsight, Narita wished for the cast to be 100 total). Due to size of the development team, Ito had to think of the character settings for every character himself, and he needed to do so early in order to be able to record voicelines. Thus, he had to come with the characteristics as he was developing the lines.

For the shooting game systems, some ideas came from other games, while some came to Ito on a whim. Weak spots, for example, stemmed from similar systems from other games in the shooting genre. Since he was the only planner for the game at the time, he had little choice but to do so. The implementation of the shooting systems and Doki Doki Mode were primarily the responsibility of "Erotaro" (likely the nickname for Shotaro Miki). He was responsible for the specific aspects of the shooting, such as parameters and enemy placement, and was very invested in making the game feel fun to play. The balance of these systems were being constantly adjusted, even up to a week before the game's mastering.

Eight event ideas had to be conceived (two for each heroine), but for a while the team was stuck on roughly five ideas. The first event idea was 100% conceived by Ito, but the remaining seven required input from the programmers. The events needed to align with the plot, so they couldn't just come up with event ideas on the fly. Aoi's live performance in particular was noted to be a source of difficulty.

Doki Doki Mode and Doki Doki Bomb would be conceived during the second half of development. Ito had already thought of the idea of DDM, but specifics had not been thought through and weren't implemented in the game yet. The initial idea involved having multiple girls enter a "certain space" and challenged "How many girls can you give euphoria within the time limit?". However, there was no clear intention of what this mechanic would do. Then, after some discussion, the team shifted the idea's focus on being up close with a single girl, entering the previously mentioned "certain space" and staring at them with the power of the Popul-aura, moving the camera around and searching for sensitive spots. At this point, they were in the last third of development. Unfortunately, a new problem emerged: "Stare at the girl, then what?" Profiles were already decided to be linked to Doki Doki Mode, but there wasn't a tangible benefit for the shooting gameplay. Thus, the Doki Doki Bomb was conceived as a reward: successful use can trigger euphoria to a large amount of targets and Willpower (health) would be restored. This finally linked the system with the gameplay.

After Tokyo Game Show 2010, the game had become a hot topic, but Narita wasn't comfortable with releasing the game with its current appearance and expressions. During the event, the game was exhibited alongside *THE iDOLM@STER 2*, *Dream Club Zero*, and *Otomedius Excellent*, and it was evident that the graphical quality of the game was not keeping up with the rest of the market. However, the game would be releasing in a mere month to month and a half. After consulting Inti President Takuya Aizu, they decided "Let's all push forward until the very end!" The visuals would be revamped to the best of their ability, citing alterations to the modeling of the legs and buttocks in Doki Doki Mode, creating a new shader, and changes to character expressions. Changes were made in real time based on the massive amount of feedback from users at the event. The pace of development at this point was described as if "Every day is like the day before the school festival." Nakagawa was impressed by Inti's reception of the feedback, jokingly calling it an obsession. Aside from the graphics, the specifications for the Ecstasy Shot and scoring were also adjusted.

In the end, a total of 30 people worked on the game, but the main team consisted of around 10. There were times when that number was even less when team members were involved in contract work, going as low as 4. In total, it took about two and a half years for the project to be completed.

#### Voice Acting

Since *Gal\*Gun* was an original IP, Nakagawa wanted to hire voice actors who would be willing to work with Inti Creates and Alchemist in the future. Additionally, he didn't want to hire big names for the main heroines, so the auditions were accepting newcomers in the industry. Ito and Nakagawa were present for the recordings, but most of the voice direction was handled by Ippo Yamada due to Ito's inexperience.

According to Ito, some of the voice actors were embarrassed, while conversely, others were overdoing the performance for moans; however, he admits it couldn't be helped given the game's nature and the inexperience of the auditionees. Meanwhile, Nakagawa was flustered by the performances and was quick to leave out of embarrassment. Ippo reportedly was calm and professional in giving instruction in spite of the performances.

Afterwards, Ito listened to only the voice recordings from the audition and matched them with the characters. However, it turned out that all the matches were voiced by Maaya Uchida, which lead to a great deal of initial confusion. Ultimately, Uchida was assigned the role of Kaoruko Sakurazaki.

#### Promotion

At Tokyo Game Show 2010, Alchemist featured *Umineko When They Cry: Rondo of the Witch and Reasoning* for the PS3, as well as *Gal\*Gun* for the Xbox 360. Prior to the event, their website had a teaser for the latter, with the characters drawn as parodies of the portraits of Umineko. During the event, these portraits were briefly shown in footage before shattering, revealing *Gal\*Gun's* actual gameplay and setting.

Nakagawa launched the "Countdown 100" on Alchemist's website since Tokyo Game Show just happened to be roughly 100 days from the game's intended release. Ito and other artists on the team would post artwork on the site to promote the game.

10 episodes of *Gal\*Gun TV --* videos involving staff members and the heroine voice actors -- were produced in the weeks in leading up to the release.

A free trial version of the game was released via Xbox Live to promote the game. This trial included the game's prologue and up to Stage 2 of Kaname's route. The trial was available to Xbox Live Gold members on January 21st and Xbox Live Silver members on January 27th.

### Post-release

On March 18th, 2011, a patch called "Code Name 3P (Panties Protect Patch)" was added to the game. After seeng the Patako epilogue from any true ending, the camera would allow the player to angle below skirts in Doki Doki Mode, which made the panties visible. Another related bug was DLC costumes allowing the same bug to occur, as well as the camera lock not applying to teachers. Finally, one bug that was cited was the grab window in Book Hunting with Kaname being transparent. All supposed bugs were fixed: this patch maximized the opacity of the grab window in the Book Hunting with Kaname event, obscuring her panties and skirt completely, as well as fixing the camera-related bugs. Although never directly stated, this may have been a result of platform policies, possibly evidenced by these restrictions being lifted in the PlayStation 3 version.

### Early Version Footage

In the *Gal\*Gun Returns TV #8* stream, from 1:43:40 to 1:45:00, footage of early versions of *Gal\*Gun* was displayed. In both versions, the girls seemed to have more chibi-like proportions, and in the initial version, the artstyle used high quality sprites which imitated a hand-drawn style. This initial version likely is the 2D animation style the team wanted to use at first.

## Story

One day at Sakurazaki Academy, a pink-haired angel girl stands at the school rooftops, taking aim at an unsuspecting student. This girl is Patako, an angel trainee tasked with helping her target, Tenzou Motesugi, get a shot at romance. Unfortunately for the both of them, she had left her crossbow on its "overkill" setting, resulting in a barrage of arrows striking Tenzou. When he regains consciousness, a couple girls suddenly start asking him to be their boyfriend. A voice then tells him to ward off their advances with the power of the Pheromone Shot. Left with little options, he uses this power to induce so much euphoria that it subdues the girls and halts their advances.

Patako then introduces herself, and explains the full extent of his unusual situation. Normally, a person has three chances at love in life, and one arrow is enough to grant one of those chances. Tenzou had been struck with sixteen arrows at once, which results in all of those chances being used up in this single day. As a consequence, Tenzou has become overwhelmingly popular with the opposite sex. The catch? If he fails to find a girlfriend by sundown, he will never another shot at love again, and will be forever alone. No one, not even animals, will give him the time of day. Thus, for Tenzou's sake and her own, Patako must assist him in his predicament. At this point, Tenzou must decide who he wants to be with, and from here the story diverges depending on the route chosen.

### Kaname Route

Tenzou chooses Kaname Nonomiya, his childhood friend. On the way to school, Tenzou encounters Kaname, who is able to detect Patako's presence thanks to her spiritual abilities and occupation as a shrine maiden. Noticing Tenzou's unusual popularity, she concludes that he is possessed by a malevolent spirit, and thus wants to help rid him of it.

### Akira Route

Tenzou chooses Akira Hibuki, the school's defender of justice and a former friend from middle school. When the two meet once again, Akira angrily confronts him about the many school girls who have collapsed from euphoria.

### Kaoruko Route

Tenzou decides to aim for Kaoruko Sakurazaki, the only daughter of the wealthy and prestigious Sakurazaki family.

### Aoi Route

Tenzou chooses Aoi Uno, the upbeat lead of the school band LOVEHEARTS. On his way to school, Tenzou collides with Aoi, who is hurriedly running to be on time for her band's performance.

### Doki Doki Carnival (PS3 ver. onwards)

Taking place after any true ending, Tenzou has been enjoying life with his girlfriend for the past month, although every other girl seems to hate him. Patako meanwhile has been freeloading at Tenzou's house and reading manga. Suddenly, a blue haired angel named Ekoro arrives through Tenzou's window, claiming to have been sent by Heaven to check on Patako's progress. Both Tenzou and Patako are bewildered by this, and Ekoro reveals that Tenzou's current relationship isn't bound by an angel's blessing at all, but has instead been forged purely by his own efforts. The consequence of the Angel's Arrow had taken effect for every other girl, which is why they (and female animals) all despise him. Thus, if his girlfriend ever falls out of love with him, he will have no more chance at romance and be forever alone. Patako had been completely oblivious to this situation. With her academic standing on the line, Patako quickly ad libs a plan to restore Tenzou back to normal: Operation DDC (Doki Doki Carnival).

## Characters

### Main Characters

*Voiced by:* N/A

*Voiced by:* Yukari Tamura
An angel trainee and a 3rd year student at the Angel Academy. As a part of her exams, she is tasked with helping Tenzou find his true love. Due to a slip-up, she needs to accomplish this mission before sundown.

### Love Interests

*Voiced by:* Yukika Teramoto
*Voiced by:* Fumiko Uchimura
*Voiced by:* Maaya Uchida
*Voiced by:* Nozomi Yamamoto
A 1st year student at Sakurazaki Academy. She's part of a school band called LOVEHEARTS, and has dreams of becoming a rockstar.

### Exclusive to the PS3 Version

*Voiced by:* Yui Horie
An angel trainee who is a 2nd year student at the Angel Academy.

### Students

#### 1st Year students

* Meimu Ashihara
* Mari Amano
* Rika Ichinose
* Kumi Kibayashi
* Riko Kuroda
* Hikaru Kousaka
* Neneko Kosugi
* Kasumi Sakaguchi
* Kurumi Sasaho
* Saki Takada
* Tsugumi Tachibana
* Ai Tatano
* Rikiko Tanaka
* Fumi Tsukada
* Megumu Tsutsuki
* Meguru Tsutsuki
* Maria Natsuki
* Tsubomi Haruno
* Arisa Himeno
* Momoka Furuhashi
* Nanae Mizushima
* Tsuzumi Murasame
* Minamo Yamamoto

#### 2nd Year students

* Suzume Asano
* Miho Kusunoki
* Mako Kuroda
* Kazami Saijou
* Takako Saimon
* Sakura Sanjou
* Kyoka Shimabara
* Yuki Shirogane
* Mei Suzuno
* Natsuko Takizawa
* Madoka Tsukimiya
* Sango Namiki
* Shizuka Ninomiya
* Ruri Haga
* Nagi Hamagishi
* Teru Fujimi
* Saori Fujiwara
* Yoshiko Furano
* Tomoe Matori
* Sanae Mito
* Mirai Wakaba

#### 3rd Year students

* Rin Aiba
* Miyu Ishihara
* Mizue Ichinoe
* Mika Ogano
* Misuzu Kido
* Isuzu Kusakabe
* Miko Kuroda
* Kaede Sasabashi
* Lulu Satonaka
* Akari Samejima
* Yuno Shimada
* Futaba Takanashi
* Miyoko Tanada
* Haruka Nishino
* Konori Fujisawa
* Satsuki Hoshino
* Noriko Makihara
* Ayana Mikado
* Choko Mita
* Koeda Morikawa
* Mafuyu Yanagida

#### Others

* Saori Fujino
* Michiyo Azuma
* Rena Kuribayashi

## Gameplay

*Gal\*Gun* is a game comprised of two parts: the rail shooter gameplay and a dating sim.

### Story Mode

#### Rail Shooter

In the rail shooter sections, you must ward off Tenzou's lustful classmates with the power of the Pheromone Shot and keep his HP above 0. Otherwise, it's game over, and continuing will incur a minor point penalty. Repeated shots will eventually down his pursuers, but striking the weak point as the first hit results in an "Ecstasy Shot," which takes down the target in a single strike as well as granting more points. A target can potentially have one of four weak points: the head, the breasts, the hips, or the legs. Each of these have a specific sign tied to them, and these signs show up if the cursor travels over the appropriate area.

The type of opponent also affects their durability. Students of higher seniority have higher HP, and members of the disciplinary committee are tougher than other students of the same year. Teachers in only the first *Gal\*Gun* are immune to Ecstasy Shots outright until they get hit with enough shots.

As you down classmates with the Pheromone Shot, the Doki Doki Gauge fills up over time. Once it reaches at least 1 level, you can use the Doki Doki Bomb by targeting a girl and pressing the appropriate button. This triggers a minigame, in which you can target more specific parts of the body to fill a gauge, with more sensitive spots flashing bigger text. Pressing the button shoots the spot, but the shot can be charged by holding the shoot button. While charging, the camera zooms in closer to that spot and the shot's power increases. Spend too long charging, or if aiming at a particularly sensitive spot, the girl may guard that area. Guarded areas are untargetable, and thus the player must target other areas to lower their guard. In addition to their regular weak spot, girls have their own "weakest spot" that fills gauge significantly. Once the gauge is full, pressing the Doki Doki Bomb button again will finish the minigame, and results in a modification to social stats, restored HP, and a screen clear. If the minigame was not successfully cleared, the screen clear will still happen, but an Ecstasy Shot bonus will not be rewarded and thus less score is received. 1 level of meter lasts roughly a minute.

Doki Doki Bombs are also tied to the method of obtaining each student's profile. Using the DDB on the same girl three times in a single run gives the girl's profile, which contain short bios about them as well as other information. Further completion requires using the DDB on the student while they're wearing a gym uniform or swimsuit. Teacher profile completion is tied to the completion of student profiles for all students profiles for a specific year, in addition to the previous condition.

Reaching certain thresholds for total score increases rank, with the lowest being G and the highest being 神 (Godlike). Each rank also has a title based on social stat distribution. The score thresholds are the following:

 SS
 S
 A
 B
 C
 D
 E
 F
 G

The following is how score is awarded during normal play, excluding multipliers:

Shooting Score
 Disciplinary Committee Member
 Teacher

Doki Doki Bomb
 Weak Spot
 Weakest Spot

Other
 Confession shouts

At the start of the game, Patako will ask which heroine Tenzou is in love with, and this choice influences not only the story, but also the stages played. Each route has five "Stages," which are effectively chapters in the game's story. These are further divided into two to three actual levels per Stage, with each ending with an Event of some kind. As an example, Stage 1 always ends with a Heart Guardian battle, and Stage 5 always ends with a duel against the heroine. Within the stages themselves, sometimes there are branching paths based on whether certain girls are defeated or ignored. For example, on Sakura Road, if the player defeats the first two girls within a certain amount of time, the path taken slightly changes.

#### Events

Events are sub-type of the rail shooter gameplay. These are minigames that require filling up a meter by fulfilling specific objectives. These can range from defeating a monster to cheering on in a concert. In each route, there is a "memory event" after certain minigames, which can only be viewed by performing well enough in the minigame. Thus, even if 100% affection is achieved, if the memory event was not seen, the ending will still be locked to the Good End.

The following score is awarded based on Event performance:

 Excellent Job
 Well Done

#### Dating Sim

The second part of the game is the dating sim aspect. After the tutorial, Patako will ask some questions to determine what kind of person Tenzou is, and will affect the distribution of his initial social stats. There are four social stats: Intelligence, Athleticism, Style, and Lewdness. Each heroine has their own preferred distribution of these stats, but these also affect the dialogue choices available. During certain sections of dialogue, you will be presented with three dialogue choices, with the first two being determined by stat distribution and the third being a static option. In the first *Gal\*Gun* (and its subsequent ports/remakes), choices only raise or lower affection with the heroine; there is no neutral option. Affection is one of the primary determinants for which ending is received.

Ending requirements are as follows:

* **True End**: Requires a final affection rating of at least 76%, as well as seeing the memory event in a route
* **Good End**: If the memory event was seen, final affection must be within the range of 51% to 75%. If not, then final affection must be at least 76%.
* **Bad End**: If the memory event was seen, then final affection must be 50% or lower.

Stat distribution also affects titles earned at specific ranks (Note: These titles are based on the localizations in *Gal\*Gun Returns*):

### Doki Doki Carnival

Doki Doki Carnival is a post-game mode exclusive to the PS3 version of the game and *Gal\*Gun Returns*. It is a much simpler mode in which the player must advance through "stages," and are sometimes given diverging paths. These paths determine not just the conversations Tenzou has with other students, but also the occasional conversations between Patako and Ekoro.

In the main gameplay, Tenzou must use the Doki Doki Bomb on multiple targets simultaneously. Doki Doki Meter is regained from detonation, with higher score and meter gain being tied to the amount of students given euphoria at once. Thus, optimal play requires carefully managing meter for as many students as possible for the biggest payoff. In this mode, angling the camera during Doki Doki Mode serves a gameplay purpose, since shooting a shot while a girl is visible in the background fills their meter by a small amount.

Score from simultaneous detonation is awarded by the formula *1000 + x*, where x is equal to the number of additional targets. This means score is rewarded as follows:

Like the main game, there are ranks based on score accumulated, with Godlike required to see the true ending of the mode.

 SS
 S
 A
 B
 C
 D
 E
 F
 G

### Score Attack

Score Attack is a mode exclusive to the PS3 version of the game and *Gal\*Gun Returns*. In it, players are able to select individual stages, play through routes without cutscenes and most events, or do the "All Route", a marathon of all the game's stages. Worth noting, however, that the difficulty is locked to Expert. Score Attack adds a few new mechanics to incentivize aiming for higher scores and displays score-related factors more readily. A streak counter is displayed for consecutive Ecstasy Shots, with a higher streak resulting in a higher bonus. Bonus points are rewarded for remaining Heart gauge after use of the Doki Doki Bomb. Additionally, successful use of the Doki Doki Bomb while there are three or more girls on screen triggers Fever Mode, which doubles score gain, Heart Gauge gain, and DDM zoom speed as long as Ecstasy Shot combo isn't broken and damage isn't taken.

The following are score awarded from SA-specific mechanics

Score Attack Mechanics
 Streak
 Speed Bonus (0.5 sec)
 Speed Bonus (1 sec)
 Heart Gauge Bonus
* 3 to 2: +6,000 to 3,000 (50 points lost/second?)
* 2 to 1: +3,000 to 1,000 (33.33... points lost/second?)
 Streak (Results Screen)
 Remaining Willpower (Results Screen)
50,000 at 100%

### Stage List

#### Common

* Sakura Road
* Academy Entrance
* Shoe Lockers 1
* 3rd Floor Restrooms
* Stairs to the Roof
* Shoe Lockers 2
* 3rd Years Hallway
* 2nd Floor Restrooms
* 1F Main Staircase
* Classroom 2-B
* 2F Main Staircase
* Door to the Roof

#### Kaname Route Exclusive

* Cafeteria
* Library
* Main Hallway
* Study Room
* Locker Room
* Quad

#### Akira Route Exclusive

* Gym Entrance
* Pool
* Gym
* Track

#### Kaoruko Route Exclusive

* Classroom 3-D
* Quad
* Outer Walls
* Pool
* Gym Entrance
* Track
* Main Hallway
* Art Room

#### Aoi Route Exclusive

* Classroom 1-C I
* Music Room
* Gym
* Library
* 1st Year's Hallway
* Classroom 1-C II

## Collaborations

### Sengoku Maid Cafe & Bar Mononopu

From January 19th to February 1st, 2011, *Gal\*Gun* and Sengoku Maid Cafe & Bar Mononopu held a collaboration. During this time period, food and drinks representing the game's main heroines were sold as menu items, posters and drawings related to the game were on display, and a trial version of *Gal\*Gun* was at the location. The menu items sold were yakiniku style gizzard rice bowl with liver, passion meat sauce potato gratin, Sakurazaki-sanctioned Russian cream puffs, and warm wrap with white rabbit ears, which represented Kaname Nonomiya, Akira Hibuki, Kaoruko Sakurazaki, and Aoi Uno respectively. Each drink representing the heroines have alcoholic and nonalcoholic versions. To reciprocate the collaboration, *Gal\*Gun* offered the Mononopu Maid Outfit Set as DLC and made artwork to promote the collaboration.

Kaname's menu itemAkira's menu itemKaoruko's menu itemAoi's menu itemKaname's drinksAkira's drinksKaoruko's drinksAoi's drinksPatako's drinks
## Sales & Reception

During the week of its launch, *Gal\*Gun* on the Xbox 360 had reached 12,149 downloads in four days, ranking 13th in 4gamer's collected software sales for the week of 1/24-1/30. The game ranked #1 in Messe Sano's 1/22 to 1/28 sales week.

According to the Famitsu Game Hakusho 2013 fixed edition, *Gal\*Gun* had sold roughly 15,000 copies on the PS3 at the time of the magazine's release.

## Videos

* Opening Movie (Xbox 360)
* Opening Movie (PS3)

## Trivia

* This is the only game in the *Gal\*Gun* series to be released only in Japan.
* Due to the cancellation of *Gal\*Gun Returns* on Xbox One, this is also the only game in the series currently released for an Xbox console.
* *No Game No Life's* 10th, 11th, and 12th episodes features a game called "Love or Loved 2", which is a parody of the Xbox 360 version of *Gal\*Gun*.
* In the Xbox 360 version of the game, the camera during Doki Doki Mode could not be adjusted.
* Ito has admitted that *Gal\*Gun* was intended to be a one-shot story at the time of its creation, and was surprised at the series' longevity.

## External Links

* Official Site (Xbox 360)(Japanese)
* Official Site (PlayStation 3)(Japanese)

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Wayback Link to XNews interview
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 https://dengekionline.com/elem/000/000/339/339138/
3. ↑ 3.0 3.1 3.2 3.3 3.4 https://www.4gamer.net/games/120/G012017/20160524062/
4. ↑ 4.0 4.1 4.2 https://mantan-web.jp/article/20110212dog00m200049000c.html
5. ↑ 5.0 5.1 Aim for that girl you're interested in as soon as possible. “Gal☆Gun”, distribution of “Doki Doki” trial version for Xbox LIVE Gold members begins
6. ↑ http://galgun.com/xbox360/product5.html
7. ↑ 7.0 7.1 7.2 https://w.atwiki.jp/galgun/pages/37.html
8. ↑ JP Wiki estimated stat requirements
9. ↑ https://www.4gamer.net/games/117/G011794/20110202049/
10. ↑ https://ascii.jp/elem/000/000/585/585273/
11. ↑ https://dengekionline.com/articles/38742/

1. ↑ The competition had taken place roughly four years before the article, which was posted on January 30th, 2011