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LBRY Claims • wild-guns-longplay-snes-50-fps

66c5faafa102c6f0f92b58c545cbd9330a534790

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Created On
23 Nov 2020 08:40:16 UTC
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Cost
Safe for Work
Free
Yes
Wild Guns Longplay (SNES) [50 FPS]
Developed by Natsume and published by Titus Software in 1996.

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Arriving when 3D games were already the standard set by the PlayStation and Sega Saturn, Wild Guns was released on the SNES in 1996.

The game is a fixed-view shooting game very much in the style of Cabal, set in alternate Wild West where science is considerably more advanced in this alternate timeline.

The story involves Annie, one of the playable characters, seeking revenge against gang members who have killed members of her family. Annie has secured the services of Clint, the second playable character (and an obvious reference to Clint Eastwood), in her mission.

Moving left and right moves not only the player, but also the cross-hair used to shoot. Enemies appear from behind barrels, windows, doorways and many other areas of the play-field and the player has to shoot them before they can shoot the player.

Bonus weapons can occasionally be collected by shooting collectibles that are brought in by tiny, flying drones, or those dropped by slain enemies. If lucky, you will find a machine gun or even a grenade launcher, but it's also possible to find a bubble-shooting pop-gun that does no damage whatsoever!

Tapping the fire-button will cause your character to start spinning up a lasso that will freeze most regular enemies in place if hit. Certain enemies, however, can return the favour by firing lassos back at the player; getting hit will freeze the player in place, thus requiring much tapping of buttons to break free.

Another feature is the power-up bar next to the player's portrait, which fills up with every enemy despatched. When full, the player becomes invincible and gains access to a super-powerful weapon that is capable of cutting through enemies like a hot knife through butter. The effect doesn't last long, but it's always welcome when it activates.

Not only must the player be quick on the trigger, he/she must be equally nimble on their feed avoid enemy bullets, explosives and other projectiles fired at them. The game places early-warning markers that indicate where bullets will strike once they've reached for foreground and this gives the player some opportunity to get out of the way. Alternatively, and this is the most common occurrence, is the player can jump and roll out of the way to avoid the shots. In fact, jumping/rolling in this way actually makes the player invincible for the duration of the animation, so it makes sense to keep dodging as much as possible.

The game is quite fun to play and is quite challenging, but the dodge-mechanic is well-realised and means that, as long as the player is alert, it's possible to stay alive even in the most difficult onslaught.

The game
...
https://www.youtube.com/watch?v=K-hKje0veOc
Author
Content Type
Unspecified
video/mp4
Language
English
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