The game also introduced dual-stick controls, using two distinct joystick controls per player, with one eight-way joystick for moving the computerized cowboy around on the screen and the other for changing the shooting direction. It also introduced video game violence, being the first video game to depict human-to-human combat, and the first to depict a gun on screen. Western Gun was the first on-foot, multi-directional shooter, that could be played in single-player or two-player. Western Gun (1975) was the first on-foot shooter and the first open-world video game. The game was included in GameSpy's "Hall of Fame" in 2002. Unlike in a real-life duel, however, both cowboys get numerous opportunities to duel in order to score points (one point per successful draw). Whoever shoots the other cowboy first wins the duel. The theme of the game involves two Old West cowboys armed with revolvers and squaring off in a duel. It was also the first tactical shooter, with elements of real-time strategy/ tactics. It was the first on-foot shooter, the first on-foot multi-directional shooter, introduced human combat, was the first open-world video game, and the first action/ adventure video game. Western Gun, also known as Gun Fight in North America, is a 1975 arcade shooter game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe. Lots of fun.Arcade ,Bally Astrocade,Atari 8-bit,Commodore 64,Commodore 128 They then spent the rest of their later actions sleeving cards and preparing to do the same thing on the next camera flash. They all sat on their cards until the camera was used then immediately dropped all their sleeved cards, made a bunch of quickness rolls and shot the monster full of holes. I had my players fight a monster that could only be damaged if a special ghost camera was used to make it temporarily corporeal. If you're trying to directly interrupt someone then you do a quick opposed Quickness roll against them to see if they get to finish their actions before you do yours or if you successfully interrupt it. You can hold one sleeved card which you can whip out at any time, even to interrupt someone else's action. Once your turn comes up you're able to stick that card up your sleeve for later though. Having a better quickness roll means you're going to have more cards and thus be able to take more actions in a round. You then count down from Ace taking actions when your card comes up. It's a Wild West setting and the combat initiative mechanics are that you draw a number of playing cards based on your Quickness roll. Not sure I'll ever try Lot5R, but you make it sound like the creators of that game sure nailed the mechanics of how to dial up the intensity of a great samurai duel to an appropriate level.ĭeadlands Classic sort of does this. I'd already read the novel Mushashi and of course I knew how it turns out, but seeing that duel depicted as intensely in Vagabond as it was was way more intense than even Yoshikawa could describe it. I remember reading that fight and not being remotely bored at all. There's going to be a whole lot of squaring off, and adjusting, and gauging the situation, and analyzing, and suddenly there's going to be about half a second of movement and some dude just fucked up real bad and his guts are spilling down his front. It's two really deadly motherfuckers with swords. Its not a shitload of flashy stuff full of attacks and blocks and counterattacks like a lightsaber fight. The writer/artists did an insane job of depicting how fucking intense a samurai duel really is. To describe the whole thing sounds boring as hell everyone's like, "Yeah, that doesn't sound like it would hold my interest." I sort of is, but it's not. a bead of sweat runs down one samurai's brow and a big deal is made of it for a few frames, like what that bead of sweat reveals about the caliber fighter the person is and where his weakness was just revealed. It's like a huge portion of this one manga book is just Musashi and his opponent and there outside with their weapons drawn and they're circling, and they're looking in one another's eyes, and one guy steps backward an inch and the other closes the distance an inch. There's one scene specifically in the first couple of books where Musashi engages in one of his first real duels where he actually went out looking for basasses to challenge and learn from, and the duel takes place over probably half the manga, and throughout the whole thing no cuts are being made, nobody's slicing each other up. If you've ever read Vagabond, which is basically a "manga-nization" of Eiji Yoshikawa's novel Musashi, the manga does an amazing job of portraying this whole setup you just described. I've never played this game before, but I like the idea of this.
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