Wild Guns
video game of objective shooting is a developed by Natsume, left starting from 1994 on Super Nintendo. It puts in scene Clint and Annie, with the continuation of Kid in a Western of Science-fiction. It is composed of two modes of play which can be practiced in solo or with two players: in co-operation for the mode “Scenario” and in duel for the mode “Versus”.
Scenario and universe
In an alternate western where the Cow-boy S côtoient the robots, the gang of Kid removed and assassinated the family of Annie (of which the name is a probable reference to Annie Oakley). She finds celebrates it hunter of Clint premium (probably named thus in homage to Clint Eastwood, actor famous inter alia for its roles in westerns). These two archetypal characters will achieve the revenge on the young woman and her continuation left in 1990 having also for topic the western: Blood Bros. . The player laterally moves his character in front of a fixed decoration. Once the button of shooting is engaged, it is the sight which moves and either the character. The shooting is carried out by a continuous pressure on the button. To kill an enemy or a Boss brings back a number of points proportional to the resistance of this one.To press several times on the button of shooting makes it possible to the player to launch a lasso which paralyzes the touched enemy. Sometimes the enemies use in the same way this paralysor against the player.
Progressively and according to the frequency to which the enemies are killed, a gauge of fury filled. Once full, the player is equipped with a powerful and fast weapon (the V-Gun for Vulcan gun ) and is invincible during an amount of time.
The enemies appear and act in a preset way, only the boss can possibly act in a random way. The place of impact of the shootings of the enemies is indicated on the plan of the player. A shooting close or the fall to a mortar fire is announced by a Phylactère “ Look out! ” on the character. To touch, paralyze or kill an enemy can eliminate his direct shootings if they did not arrive to their point of impact.
The player can dodge these enemy shootings using the button jump. The jump is directed with the directional cross. If it is carried out to the top, a double-jump can be carried out via a new pressure. This one can also be directed. On the contrary if it is directed towards the side, the character will carry out a simple roulade.
It happens that enemies pass on the plan it character to strike it. To press on the button shooting makes it possible to the player to strike a blow of stick to them. The sticks of dynamite launched by certain enemies can be collected before they explode and being started again in the decoration.
The decorations have many destructible elements containing no-claims bonus sometimes. If the remainder of the decoration is not destructible, a good part is endommageable, which makes it possible to the player to garner a few tens of additional points.
The player can use the button bends to inflict damage with all the enemies and destructible elements present at the screen. The bombs are of limited number (three at the beginning) but can be recovered in the form of no-claims bonus within the maximum limit of five.
The character has a basic rifle with the ammunition unlimited but various special weapons can be recovered by a system of no-claims bonus/malus. The ammunition of a weapon must beings to zero to pass by again with the preceding weapon.
The play can be traversed with three levels of difficulty: easy , normal or hardware .
Way of life and continuous
The player has three lives at the beginning of the play. He can obtain news from them if he exceeds a certain score. If the character is touched by an enemy, the player loses a life. When the player loses all his lives, it can start again the level and change character using continuous, but its score is given to zero. There is no limit of continuous. Stages of score grant to the player additional lives at the end of the level. A bug of the play does not allow the meter play to post more than nine lives even if the surplus is taken into account by the program. The difficulty of the play is not as well to finish it as of going possible further without using the continuous ones.
System of no-claims bonus/malus
By killing certain enemies or by destroying certain elements of the decoration, the player can obtain various types of no-claims bonus: the no-claims bonus points or the no-claims bonus weapons, the latter also being able to be obtained by destroying a small flying module which appears in confrontations against the boss. The player recovers them while drawing above. They disappear at the end of a certain time if they are not collected. The no-claims bonus are one of the rare mechanisms of the play having a randomness.The no-claims bonus points are represented by gold bags and invaluable stones:
- a bag of gold (marked G as gold ) brings back 500 additional points;
- a white invaluable stone brings back 1000 additional points;
- a blue invaluable stone brings back 1500 additional points;
- a red invaluable stone brings back 5000 additional points.
The no-claims bonus weapons are represented by cartridges. Do some present one “? ” beside the symbol, which means that the recovered weapon is given by chance. The various weapons being able to be obtained are:
- the S-Gun (for shotgun ), a powerful Rifle with pump;
- the M-Gun (for machine gun ), a fast Rifle of attack;
- the G-Gun (for grenade launcher ), a Lance-grenade;
- the P-Gun (for peashooter ), a gun which does not inflict any damage and whose player must empty the ammunition, this malus is only recovered by the random no-claims bonus weapons.
These weapons are limited to fifty ammunition.
The player can also find bombs additional marked of a B.
At the end of each level, the number of items (no-claims bonus or malus) collected is multiplied by 500 and the result is added to the total score of the player.
Another manner of gaining additional points for the player is the no-claims bonus of combo . When the player kills several enemies of at a stretch, the number of points which they report normally is multiplied by two for the second enemy, three for the third until by five maximum for the fifth, sixth etc…
levels no-claims bonus where the player must just draw on inoffensive targets can be freed. For that, it is necessary that the player reaches a certain number of points at the end of the various levels. These levels no-claims bonus make it possible to the player to increase his total score by destroying targets and by recovering no-claims bonus points.
Modes of plays
Mode “Scenario”
Goal
The mode “Scenario” can be traversed in mode solo or co-operative mode with two players. Two characters are playable: Clint and Annie. They have the same jouability and their costumes can be declined into four tons of colors different. The goal of this mode is two to traverse a maximum of six levels by obtaining the highest possible score, by killing a maximum of targets, by recovering a maximum of no-claims bonus and by crossing levels.
Principal levels
To cross a level brings additional points of which the number is announced at the beginning of this one. This number is proportional to the difficulty. There are six levels in the play. Those are divided, except exception, in three parts having same unfolding. The first and the second part of each level are limited in time. Once the time meter to zero, the enemies disappear and the player must eliminate a under-boss. Time passes all the more quickly as the targets are destroyed. The third part is devoted to elimination of a boss of end of level. Each level has three fixed decorations (one by part) partly destructible by the player.-
the first level, Carson City , brings back 30.000 points if it is crossed. The first part proceeds on a place with a saloon and a restaurant. The first under-boss is a robot longiligne which draws from the gusts of balls. The second part proceeds in front of the bar of the saloon and its under-boss is a gangster couard who hides when the player draws above all while concerned himself with time to other while aiming and shooting quickly at the player. The third part proceeds on the roof of a building. The boss of end of level which the player faces there is a Mecha drawing from the gusts of balls and tie of the shells to the manner of a mortar.
The player can then traverse the four levels following in the order which it wishes.
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the Canyon of desolation one of the levels is proposed. If it is crossed, it brings back 50.000 points to the player. The first part proceeds in top of a desert canyon where two skeletons of dinosaurs lie. The first under-boss is a Androïde provided with two revolvers. The second part is in front of the river furrowing the bottom of the canyon. The under-boss of this one is a Drone provided with a paralysor creating of the doubles of itself provided with machine-guns. The player faces the boss of end of level in the desert. It is about a large vehicle with ten wheels surmounted of a turret of tank equipped with a Lance-flame and a gunner with shell.
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the ammunition dump is one of these other levels and makes it possible to the player to obtain 70.000 additional points if it is crossed. The first part of this level proceeds at the entry of the deposit protected by a turret equipped with a machine-gun. The under-boss of this part is same the androïde as that of the first part of the level of the canyon of desolation. The second part takes place inside the deposit. The second under-boss is the same gangster couard as in the first level accompanied by a drone equipped with a machine-gun. The third and last part of the level are located in the middle of the building. The boss is a spherical robot flying equipped with a machine-gun and a double paralysor. Once the player destroyed the pane which protects the significant point from this boss, this one sends projectiles on the plan of the character. Those fall gently and explode when they reach the ground.
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the level of the gold mine brings back 70.000 points if it is crossed. The first part of this one proceeds at the entry of the aforesaid the mine. The under-boss associated with this part is an advanced version of the robot longiligne which serves as very first under-boss with the play. The second part is inside the mine in front of a structure which seems intended for the drilling which proves in fact being the under-boss of this part. The structure is protected by machine-guns on removable arm. The last part of the level takes place in the depths of the mine. The boss whom the player faces there is a robot-like Crabe which is defended with blows of legs, paralyseurs and machine-guns hidden under its carapace. He protects sometimes his significant point located on his face using his grips.
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the last level suggested is that of the armoured train . This one brings a no-claims bonus of 70.000 points to the player who finishes it. This level derogates from the rule of the parts since this one is held on the same decoration with knowing about the roof of a travelling train about a way parallel with another which faces the player. Once first forty seconds spent to fight enemies (flying buggies, men, riders…), a train equipped with a anti-gravitational system appears for twice forty new seconds of combat. The engine of this one constitutes a under-boss. It is equipped paralyseurs and with a mortar. The boss of end of level once appears the destroyed under-boss. It is about a man provided with a Jetpack, equipped with a gun and sticks of dynamite. Sometimes it passes on the plan it player to try to strike a stab to him.
As soon as a level is finished, the no-claims bonus of points of the other levels increases. Once these four completed levels, the player with access at the final level.
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the final combat brings back 300.000 additional points if it is gained. The first part proceeds before the general headquarter of Kid. This level does not follow usual unfolding. The player starts by facing two advanced robots longilignes type of that met in the level of the gold mine. The second part proceeds inside the cave where gold ingots and bags are piled up. The player faces androïdes there type of that met in the canyon of desolation shouldered by machine-guns on removable arm met in the level of the gold mine. Those do not act as boss since the test is limited in time. They are in addition less resistant than their models. The androïdes protect also the under-boss from the level: the gangster couard crossed in Carson City and the ammunition dump. The third part proceeds in front of the main door of the office of Kid. The under-boss of this level is the security system of the aforesaid the door. He is assisted by drones identical to those crossed in the ammunition dump. The boss of end is Kid, that the player faces in his office. He is protected by turrets and henchmen.
Once eliminated Kid, a short kinematics takes place and the final score is calculated. This last is, if it sufficient, is integrated in a table of high-scores.
It should be noted that a Cheat composed with the screen of the choice of character makes it possible to the player to reach the level of its choice (Low and Select inserted more the combination has, B, has, B, has, B, has, B).
Mode “Versus”
The mode “Versus” is a competition between a player and the computer or two players. It consists of a contest of shooting on the mode of the levels no-claims bonus of the mode “Scenario”. The incarnated characters are those of the mode “Scenario” and cannot be killed in this mode. The player obtaining the highest score gains the part. The score is the sum of the product of the numbers of targets destroyed by 500 and of the no-claims bonus appearing following the destruction of targets special and recovered while being touched by a ball.
Music
Hiroyuki Iwatsuki and Haruo Ohashi composed the original soundtrack of the play. She is composed of eleven pieces:
Production and reception
The play Wild Guns indicates in the game library of the developer Natsume, more known for its plays of sport, of fishing, its adaptations of licenses or its series Harvest Moon . Wild Guns had a short production and a distribution limited through the company Tommo, 4/5. The play could thus return to the last style, in particular at the collectors| Random links: | Season 1 of the Saint | Ahmès wire of Abana | Camillo Will pass | Kyle Petty | Stephan Pedrazzi | Parapluie_de_Whitney |