 Treasure 's founders had come from Konami , where they worked on Nintendo Entertainment System games such as Castlevania and Contra . They found their development environment restrictive and left to try riskier concepts and to singularly focus on making " great games " . In the three years between Treasure 's founding and Mischief Makers 's development , the company released highly regarded games such as Gunstar Heroes — known as " one of the definitive 16 @-@ bit action games " — and Dynamite <unk> . An average of 12 people worked on Mischief Makers , with up to 15 at times . Though the team was different in composition from that of previous Treasure titles , it included the lead programmer and character designer from Gunstar Heroes . Treasure 's CEO said that the company liked to expand into new genres , though they primarily work in genres where the staff had experience . The company sought to depart from the Gunstar Heroes shoot ' em up design , and chose to build Mischief Makers around an original " catching " gameplay mechanic , which became the hardest aspect to implement . While foreign ( non @-@ Japanese ) aesthetics were popular with other Japanese developers , Treasure 's CEO felt the company 's games did not look " particularly foreign " and could appeal to Japanese audiences . 
