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NES box art for Gun.Smoke, the cover of NEStalgia episode 93

093 · GUN.SMOKE

▶ Game info
VerdictEssential
GenreSHMUP
SeasonSeason 4
DeveloperCapcom
PublisherCapcom
November 15, 2019 · 1 hr 13 min · transcript available

IT'S HIGH NOON. YOU'RE ALONE. YOU'RE QUICK. OR YOU'RE DEAD.

It's a bad day at Hicksville. In Gun.Smoke, you're lightnin' quick, gun-totin' Billy Bob. Come home to find your peaceful mining town overrun by no-good varmints. So you'd best be gettin' to work.

Our verdict: Essential

Gun.Smoke is a shmup where you are a cowboy, not a spaceship: a lone gunman walking into Hicksville to take down the Wingate gang. We expected another Commando and came out calling it one of the most fun games we'd played on the NES so far. It was designed by Yoshiki Akimoto, the 1942 designer, and it looks like he learned something.

What works

  • Two buttons, three directions. A fires diagonally right, B fires diagonally left, and both together fire straight ahead. Needing two taps for straight fire felt awkward to some, but it turned the game into bobbing and weaving, with diagonal fire for 65 to 80 percent of one playthrough.
  • Points are money. Kills fund a general store run by a man (weapons) and a woman (ammo and extras). It gives a shmup a reason to kill everything, and the first shop shows prices you can't yet afford, so you start saving.
  • Guns with personalities. The machine gun is a built-in turbo button, the Magnum pierces a whole row of enemies, and special guns run on limited ammo. The smart bomb eats a hit that would have killed you and wipes the screen, which is great against bosses.
  • Ground that matters. Bridges, rivers, rocks, fences and cliffs shape each stage, and enemies react to you instead of marching in patterns, so we couldn't tell if it was even on rails.
  • Bosses about timing. They aren't brutal, but each has its own cycle. The twin Wingates finale, where the second pops up the moment the first drops, was a fake-out we hadn't seen.
  • Polish. The music sounds like Western music, the art is clean, and the opening story scroll has a rider slowly approaching in the distance.

What doesn't

  • Wanted posters. You need one per boss, and you either buy it or shoot an empty patch of ground until it appears. That felt like a cheat, and finding a later poster early lets you skip the grind for the next few stages.
  • Enemies from behind. From stage four they appear at your back, and you can't shoot backward. We disagreed on how much it hurt, but we agreed it was a gap.
  • The loop. Miss the poster and the stage restarts. Staying in the flow hid it, but it hurts replay.
  • Ninjas. Nobody could explain them in the Wild West.

Beyond the game

The manual is thorough, with wanted-poster art and names for every boss and stage. Capcom said Gun.Smoke inspired its early Red Dead Revolver, which later ended up at Rockstar. The Amstrad CPC port was renamed Desperado and got a sequel. The NES version has six bosses against the arcade's ten.

The bottom line

Essential. The episode vote was split: Sean and Joe loved it but called it Play it (Joe's "golden play it"), Sam's mailed-in vote was also Play it, and Mike voted it Essential after it dethroned Stinger as his top-ranked NES game. Under the majority rule it missed the list that day, but it was added later in the Best of 1989. Mike's case: a hidden gem, essential on the NES even if other shmups beat it today.

Written from our conversation in this episode.

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