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Why Game? 1 - TextFiles.com

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I remember Gun Frontier with very mixed<br />

feelings. Have you ever played it, maybe on Sat-<br />

urn - where you might have exploited the auto<br />

fire feature to make the game easier and more<br />

enjoyable? Back in 1990 I had a lot of prob-<br />

lems with it, courtesy of the insane number of<br />

enemies and the necessity to button-mash like a<br />

fiend. My uncle made a simple hack to partially<br />

overclock the fire rate, which was helpful, but<br />

made me feel like a cheater.<br />

I discovered recently that this game (and<br />

since I mentioned it, Carrier Airwing too) were<br />

some of the targets of such cheaty practices in<br />

many Japanese arcades. Hell, at some points<br />

programmers gave up and started putting auto<br />

fire in as the default option in shooters.<br />

Gun Frontier hasn’t aged well. Rendering<br />

techniques were pretty primitive, gameplay was<br />

a bit stiff, even for the time, and the game has<br />

a nasty ranking system and even worse restart<br />

points. Yet still, there was something about the<br />

game (even if this has by no means the best<br />

audio work by Yack and OGR), about its peculiar<br />

and truly original atmosphere, about the space<br />

shuttles half-covered by the dunes in Stage 4<br />

and the incredibly climatic duel at the end of the<br />

game.<br />

The game itself is pretty simple. Well, one<br />

original idea is its power-up system. You need<br />

five small icons to get one extra power level,<br />

and 40 small bomb icons for an extra bomb. Ok,<br />

this is not a true innovation as most Compile<br />

games worked in that way, but that was the first<br />

time that I saw such an approach in an arcade<br />

game. Small but meaningful change, eh? There<br />

is at least one point in which you can send a<br />

mid-boss to its resting place in such a way that<br />

it gives you a few extra points if you destroy it<br />

by targeting a specific area. There are so many<br />

96 The <strong>Game</strong>r’s Quarter Issue #3<br />

shooters since that use this mechanic that I find<br />

it pointless to stress again how influential this<br />

game has been.<br />

Back when I was 12, I couldn’t predict<br />

that this game would have such a deep impact<br />

on future shooters. Well, I didn’t care, nor do I<br />

really care now. My enjoyment wasn’t a question<br />

of gameplay. I mean, the gameplay is simple<br />

- shoot stuff before it shoots you. The final<br />

boss battle works like an old western duel: you<br />

need to be the quick if you don’t want to be the<br />

dead, leaving Gloria to be engulfed by an eternal<br />

nightmare. This is but one great thing about the<br />

game, much in the vein of the epic duels be-<br />

tween the white hats and the black hats. Except<br />

nobody is wearing a white or black hat. Actually,<br />

I wouldn’t even suggest shades of gray: after<br />

all, it’s just a game.<br />

The important thing is that there are two<br />

main reasons to play: score and atmosphere. As<br />

I said, the game hasn’t a particular score-sys-<br />

tem to talk about, so frankly, I played it for the<br />

atmosphere. Speaking of which, I think that its<br />

melancholic atmosphere is what made me think<br />

of Sergio Leone’s western movies in the first<br />

place.<br />

Atmosphere was why other people played<br />

this shooter as well. I wouldn’t label it as a<br />

very successful game – not in the sense that I<br />

needed to queue to play it, which is usually a<br />

good indication of success for an arcade game.<br />

Despite its relative unpopularity, there were<br />

a few people playing it with gusto and passion<br />

- among them my father and uncle. They were<br />

the ones who constantly made <strong>com</strong>parisons<br />

to westerns by Leone while I kept thinking of<br />

Matsumoto’s anime.<br />

I don’t know if the true West had improb-<br />

able heroes flying on planes built like Smith and

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