Ok, guys. Just because you can make your shmup with unlimited continues unreasonably punishing doesn't mean you should. I know this won't be the last arcade game to give up all pretense of fair play and be a player burner intended to be beaten with perseverance and deep pockets rather than skill, but at least later games commit to that by letting you continue immediately on the spot and power through that ridiculous boss fight, rather than make you repeat it from the start each time, sans power-ups, as if you have a chance.
Gun.Smoke combines elements of Capcom's prior shmups 1942 and Commando, though it owes more to the former despite the on-foot setting of revolvers and cowboy boots; it's a continually forward-scroller where your P-38 Lightning is replaced by a cowboy who can't stop walking northward, and while you can shoot in six different directions based on whichever combination of three action buttons you press, all of them are some degree of "in front of you."
Like Commando, enemies aren't bound to 1942-like attack formations and can behave unpredictably - you are locked into your steadfast march forward, but enemies can and will slip past you, turn around, and shoot you in the back. Or just pop in from the lower-end of the screen side edges and shoot you in the back. It's a worst-of-both-worlds situation for your own survival, and when you also have Commando-level enemy aggression, bullet spam, and obstructive terrain with endless area denial attacks from dynamite-tossing Indians, you're going to be using those unlimited continues. Lots of them.
And that's before you have to fight the bosses, artfully introduced at the start of the game as a flyby of wanted posters.
I had beaten Commando, which doesn't allow continues, with the use of a single save state right in the middle of the game. I needed two save states to reach the midpoint of Gun.Smoke and I still couldn't beat the boss there, a firebreathing carnival freak named Pig Joe. And I don't think I want to.
As with 1942, I've made a video of the attempt, but edited out several minutes of repeated failures where I made no progress. These are mostly against the bosses.
Level 1 starts off gently enough, with no more than three or four gunslingers, snipers, or riflemen on screen at once as you take back the besieged town. At least not until you reach the gang leader, Master.
Destructible barrels grant powerups - boots enhance your speed, bullets enhance your firepower, and rifles extend your range. Trying to take time to shoot them while dealing with bad guys can be tricky, but you'll want at least one of each before reaching the boss, or indeed any other boss. You might also find a horse, but holding onto it before reaching the stage boss is always a challenge, and if you die fighting a boss, you're not getting another one.
Master is the only boss I've ever reached with the horse, and he's not too bad if you're fully powered up. Just focus on the underlings when he's prone, hang back far enough to give you room to dodge his bullets, and gun him down when he stands up.
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| Is that a cowboy or a hopping vampire? |
Level 2 suggests a train robbery.
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| Stay away from the edges. It seems safe, but baddies love to spawn there. |
The boss, Roy, throws knives faster than his men can shoot bullets. And here, the real nightmare begins - bosses are downright cheap. Starting with Roy, you face overwhelming enemy spawns during boss fights, but on top of that you have to deal with the boss himself who takes multiple hits and has absurd invulnerability frames as he hops around the screen, pummeling your personal space with barely telegraphed projectiles that you couldn't possibly react to.
Your only way to survive is to never, ever stop moving, but also make sure you don't move into any of the bullets that rain on you from all directions and tend to get lost in the background. Sometimes you can shoot his throwing knives down, but counting on it will get you killed.
It gets worse. It gets much worse.
Narrow banks and bridges around this river hideout mean little room to dance with these bandits. Just getting to the end feels like a matter of lucky spawn patterns - if too many appear in places you can't hit, you get swarmed and die. If one appears on the same edge of the river as you, you get hit and die.
And the ninja boss at the end is a real bastard too.
He's like Roy but worse. He spends most of his time in the air, invulnerable, and even when he lands, he's still invulnerable for a few frames. You can't take your sights off him or you'll miss your window to land damage. Except you have to, because the screen is being flooded with bullets from his minions. But focus on them and the ninja will hit you with a shuriken. It's insane.
I had to use a save point at the start of this fight to get through. Even reaching it from the checkpoint with a powerup set (boots, bullets, and rifle) felt like a matter of luck.
Stage 4 in comparison isn't so bad - it's a wide open valley with a fight against a boomerang-throwing bushwhacker. Things quickly get horrible again in the next one, a burned-out town, which is where I finally gave up.
Sigh. Why's your range got to be so short? Forget hitting the broad side of a barn; these bullets couldn't pass the broad side of a barn, and I've got to move up the screen to get close to Pig Joe, which is usually fatal. And why do my bullets just go through him nine of of ten times? Is this some i-frame nonsense, or just run-of-the-mill sponginess?
I had another save point here, but after a good hour and a half of dying and reloading, I tried another tactic - leave the window snipers alone so that more mobile enemies don't spawn in their place. It worked, but it just meant I had to keep myself on the far right edge of the screen with no way to dodge Pig Joe's fire breath.
GAB rating:
I hated this game. 1942 was more or less balanced but overlong and repetitive, but Gun.Smoke just feels cheap and predatory when it isn't also overlong and repetitive. Even on a cheatless "tutorial" playthrough, put together by a player who obviously knows the game inside out and can tell you exactly where to go, what barrels to shoot, and the tricks you need to use to beat each boss, there are still many cheap deaths and edited-out game overs - so many that he claims the Wolf Chief fight on stage 6 took almost nine hours of failures before having a minute-long success, and I'm not sure that's an exaggeration. It's worse than Ghosts 'n Goblins, which I have similar feelings about (and didn't/won't cover).
Unlike Ghosts 'n Goblins, the NES port of this one makes significant gameplay changes, such as adding the ability to buy powerups from townsfolk. By multiple accounts, it's much less punishing, and therefore more fun, than the arcade original. But I'm not interested in playing it myself.
















